WO2017178862A1 - Method for modeling and simulating physical effect in interactive simulators and electronic games, system for implementing the same and method for calibrating the system - Google Patents

Method for modeling and simulating physical effect in interactive simulators and electronic games, system for implementing the same and method for calibrating the system Download PDF

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Publication number
WO2017178862A1
WO2017178862A1 PCT/IB2016/052053 IB2016052053W WO2017178862A1 WO 2017178862 A1 WO2017178862 A1 WO 2017178862A1 IB 2016052053 W IB2016052053 W IB 2016052053W WO 2017178862 A1 WO2017178862 A1 WO 2017178862A1
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WIPO (PCT)
Prior art keywords
effect
contact
virtual
zone
interface
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PCT/IB2016/052053
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French (fr)
Inventor
Boriss BERKOVS
Oleksandr SHALASH
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Berkovs Boriss
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Priority to PCT/IB2016/052053 priority Critical patent/WO2017178862A1/en
Publication of WO2017178862A1 publication Critical patent/WO2017178862A1/en

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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
    • A63F13/25Output 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
    • A63F13/285Generating tactile feedback signals via the game input device, e.g. force feedback
    • 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
    • A63F13/22Setup operations, e.g. calibration, key configuration or button assignment
    • 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
    • A63F13/23Input arrangements for video game devices for interfacing with the game device, e.g. specific interfaces between game controller and console

Definitions

  • This invention relates to the field of computer simulators and games mainly of the virtual and augmented reality.
  • the essence of the present invention is to use a local action in a fixed point of contact, but to transmit and produce the maximum range of sensations in different areas over the entire body of a user according to the game situation.
  • sensations may include both sensations of collision of or hitting by virtual tools, for example, swords and sensations of touching or hitting the body of a user or the body of a virtual opponent by the virtual tool.
  • This may be achieved by using one or more electromechanical interfaces.
  • two main approaches are used in the present invention. Firstly, to transmit the effect from one point of the body to another, a musculoskeletal structure of a human body is used. More accurately this is a so-called miofascial web, specifically some of its sequences or branches defined by Thomas W.
  • the method for modeling and simulating physical effect in interactive simulators and electronic games includes an interactive display of the to-be-modeled or game situations, tracking changes in the positions of a user or a group of users and controlling the changes of the situation according to changes of the users' positions and actions.
  • the method also includes producing at least one type of physical action in at least one zone of contact with the user's body surface via an electromechanical interface and is characterized in that the combined directional action is produced in the contact zone, with the effect selected from the game situation being modeled on a neuromiofascial web and the formed action is transferred from the interface contact zone to the body zone selected according to the game situation, for example, to a zone of virtual contact of a virtual tool with the user's body across a neuromusculoskeletal fascia sequence selected from the human neuromiofascial web.
  • a combined action includes a translational and/or rotational effect.
  • the action may be also additionally modulated at least along one of the directions of the combined effect.
  • the action at the points of contact is preferably modulated in amplitude, frequency and phase to respectively represent the effect intensity and character and also to select a respective fascia transmitting the effect from the interface contact zone to a zone on a human body selected subject to the virtual situation.
  • the effect in the contact zone is produced at least at 5 points forming a cross.
  • the effect in the contact zone is produced via an actuated sphere at least along 6 directions.
  • a rotational effect is produced in one and/or other directions at least along one of the directions.
  • this physical effect is preliminarily modeled on the neuromyofascial system to transmit this effect across the musculoskeletal fasciae from the point of contact to the target zone and then a respective effect is produced at the point of contact via an electromechanical interface.
  • the physical effect is modeled according to sequences and branches between the point of contact and target zone existing in the neuromiofascial web, and in this case at least one fascial sequence is selected to transmit the required effect.
  • the physical effect is modeled directly at the point of contact according to the selected fascial sequence.
  • the preliminary physical effect is modeled according to the current body position at the point of contact to bring the selected fascial sequence into an engaged condition and then to produce to be transmitted effect.
  • the physical effect is modeled according to the situation to be played out on the simulator.
  • the physical effect is modeled according to the actions performed either by a player on the remote terminal or by a virtual character.
  • the above described methods may be technically implemented by using a described below system comprising at least one computer system with a simulation or game program and a virtual interface with a virtual and/or augmented reality display system and a position check and control interface.
  • the system also comprises an electromechanical effect simulation interface.
  • the effect simulation interface includes at least one electromechanical transducer arranged in the zone of contact with the body surface and is adapted to be reciprocatingly and/or rotationally movable in different spatial directions and about spatial axes.
  • the aforesaid electromechanical transducer is connected to the computer system via an effect-generating unit according to the game situation and model thereof selected from the structure of the neuromiofascial web contained in the database.
  • the system may be also optionally implemented as a network comprising at least two similar computer systems with similar programs and interfaces.
  • the effect simulation interface includes a group of electromechanical transducers arranged in the form of a cross with a central point in the zone of contact and adapted to the body surface in this zone. This arrangement allows a randomly directed effect to be produced and modes thereof to be controlled.
  • the effect simulation interface may also be made in the form of an array of electromechanical transducers configured to form a random effect in the contact zone.
  • a further embodiment of the design of the effect simulation interface is a group of electromechanical transducers arranged in the form of a cross with a central point at the base of a cone or a pyramid with a rounded vertex arranged in the zone of contact perpendicular to the body surface in this zone.
  • the effect-modeling interface may be most completely made in the form of a sphere with spatial effect mechanisms producing at least 6 orthogonal reciprocating, radial and also vibrational and rotational movements.
  • the system may include a group of simulation interfaces arranged in different contact zones on the user's body.
  • Arranging contact zones of simulation interfaces in proximity to reference points of the neuromiofascial web is the best option. This significantly facilitates the modeling of the effect along the most optimum routes. This substantially facilitates modeling of effect along the most optimal routes.
  • One of these options may provide the arrangement of the simulation interface in shoe soles. 9 reference points and one central point are available in a foot. Considering natural load of soles, exposure and simulation effect may be rather intensive.
  • the effect-modeling interface may be disposed in a handle of a game tool, for example, a virtual sword or a tennis racket.
  • a game tool for example, a virtual sword or a tennis racket.
  • the modeling system is pre- calibrated based on the specific arrangement and configuration of the simulation interface.
  • sensitive sensor connected to a controller and a computer system are arranged on the human body in the main zones of potential effect, then test effects are produced via the simulation interface.
  • Directions and parameters of the neuromiofascial web and effect characteristics in the contact zone and in selected zones are determined based on the sensors' readings, with the data obtained being stored in the game or simulation effect data base.
  • effect characteristics of at least one sequence of the fascial web are individually adapted (corrected) by modeling and stimulating the effect.
  • Such individual correction improves the simulation effect and may be stored in the database for a specific user.
  • Fig.1 shows a scheme of a computer system in a game situation with a virtual opponent and contact of a virtual tool (sword) with a player's body.
  • Fig. 2 shows a scheme with 2 remote computer systems in a game situation with
  • Fig. 3 shows an exemplary scheme of various types of effect on a human arm, propagation and distribution of this effect under different conditions.
  • Fig. 4 shows examples of possible sequences of transmission of interaction (effect) across a myofascial web - routes and stations of the web conventionally plotted on a human body.
  • Fig. 5 shows diagrams and embodiments of a simulation interface.
  • modeling is used mainly with respect to building a model of the neuromyofascial network and specific sequences thereof for transmitting physical effect from imitation interface performing an initiating effect to the target area of a body corresponding to the event of effect of the virtual tool and also to modeling parameters of the initiating effect providing this transmission and character of the resulting effect in the target area.
  • the terms «imitation» and «simulation» as used herein are synonymous and the term “imitation” will be used hereinafter.
  • Fig.1 shows a scheme of a computer system in a game situation with a virtual opponent (II) and a contact of a virtual tool (sword) with a body of a player (I).
  • the player or user (I) uses a virtual or augmented reality helmet (head-set) or goggles 1 (hereinafter referred to as the "VR helmet") and a gaming tool, for example, a virtual sword with the effect imitation interface 2.
  • the gaming tool itself as a specific embodiment may be a Joystick or a rod with a built-in electromechanical effect imitation interface 2 producing a specific physical effect on an arm and transmitting the effect across a specific fascial sequence to a zone 3 on the body of the user (I) specified by the virtual effect of a virtual tool of the virtual opponent (II).
  • the VR helmet 1 and imitation interface 2 are linked preferably by a wireless communication with a display, position and control controller 4 and an effect generating unit 5 which, in their turn, are connected to the computer system 6 which is connected to the database 7 of the neuromyofascial network structure.
  • the computer system 6 comprises a game or simulation program and is also connected to the local or global network to interact with other systems, databases, payment systems, etc.
  • a user or a player (I) settles a VR helmet 1 on a head, grips a sword 2 with a hand and starts a computer system 6.
  • the computer system 6 forms a 3-D virtual dynamic multimedia display of game situations and a virtual opponent (II) and transmits them to a VR helmet 1 via the display controller 4 which also performs the function of tracking positions of the player and virtual tool with the virtual effect imitation interface 2.
  • the virtual tool also may comprise an independent tracking system to track the position, a spatial stabilization system, etc.
  • the computer system 6 also controls movements of the virtual character (II) and positions of the virtual tool thereof.
  • the computer system 6 When virtual tools collide with each other or with a body of the player (I) or the virtual player (II), the computer system 6 identifies such events and character thereof, for example, the force and direction of a blow, an interaction zone 3 and potential consequences. Based on these data, the computer system forms the respective effect characteristics, for example, push, blow or pressure, and also a possible character of an injury caused by the virtual sword.
  • the computer system simultaneously identifies the effect zone and specifies the route of and procedure for transmission of the effect across the neuromyofascial web from the database 7 and transmits the formed data to the effect generating [imitating] unit 5 producing respective electrical signals to be fed to the electromechanical transducers of the effect imitation interface 2.
  • Fig.2 shows a network embodiment of a fencing type simulation game.
  • Two players (I) and (II) have virtual or augmented reality helmets 1 and virtual tools - swords with an effect imitation interface 2.
  • Helmets and swords are connected to the respective computer systems 6 via display, tracking and control controllers 4 and effect imitation-forming units 5.
  • Each database 7 stores the data on the structure and parameters a human neuromyofascial web.
  • Computer systems are interconnected via a network or Internet, with each system displaying a multimedia image, condition, position and movements of the user (II) and a tool of the other system for the user (I) and vice versa.
  • the interaction therebetween may take place also in augmented reality, but interaction of virtual gaming tools 3 takes place in virtual reality of both systems.
  • I Liq Chuan is a style of Kung Fu based on physical sensitivity and mindful awareness. htl;ps://www.ii!qchuan.com/biogs/qiarig/fork-energy- ⁇ ⁇ c sci i n Q ⁇ ⁇ si uciu e - f I ⁇ d ⁇ m as s Fig. 3 illustrates how the effect on a human arm is propagated and distributed and results of this effect under different conditions of the primary effect.
  • Fig. 3a shows the primary effect on the arm in the direction of the center of masses M.
  • the force vector C is directed toward the center of mass, however, no effect on the center of mass is transmitted, and the arm only deviates toward the body as illustrated in Fig.3b).
  • One more essential aspect of the present invention is the configuration of the interface initiating the effect sequence.
  • the interface capable of setting a precise spatial orientation and character of the effect.
  • the spatial orientation may be set minimally by 3 points (geometric setting of the plane), however, up-down and right-left directions are most suitable for the human perception. Therefore, the interface should be defined by an actuator in 4 points as a minimum in the form of a cross and one point in the center for the direct transmission of the effect, i.e. in the configuration shown in Fig.5a).
  • the spatial configuration may be set more completely through a sphere with the transmission of movement along 6 orthogonal directions or 3 orthogonal coordinate axes as shown in Fig.5b).
  • the physical action is produced using electromechanical transducers 8 controlled by the effect generating unit 5 using a program set by the computer system 6 according to the selected navigation and predetermined character of the effect in a specific situation.
  • the effect imitation interface includes, at least, one electromechanical transducer (EMT) to produce an effect at the point of contact and, at least, 4 electromechanical transducers (EMT) for the effect orientation or direction.
  • EMT electromechanical transducer
  • EMT electromechanical transducer
  • this may be a plane area adjacent to the body with electromechanical transducers distributed thereon in the form of a cross, as shown in Fig.5a).
  • This may be a sphere with distributed electromechanical transducers, as shown in Fig.5b).
  • One more embodiment may be provided in the form of a cone or a pyramid with a rounded vertex 9 at the point of contact and electromechanical transducers 8 arranged at the base in the form of a cross, as shown in Fig.5d). In this case, all actions of the transducers as if focused in the vertex area and in the zone of contact.
  • the imitation interface is provided in the form of an array of EMTs 8 adjacent to the contact area.
  • the EMTs may be arranged at a space allowing for perceiving them as an integral whole, while transmitting a spatial direction and other effect characteristics.
  • the EMTs may also contact the body via a buffer membrane. This interface may also help create any effect orientation and modulation.
  • the above described embodiments of the effect imitation interface allow different types of effects and dynamics thereof to be formed, including a preliminary effect configured to prepare a fascial sequence (selection and joining all chain links) and the effect itself imitating sensation of an event of virtual reality.
  • Any electromechanical actuators including electromagnetic, piezoelectric, electrohydraulic, magnetostriction and other types of actuators may be used as EMTs.
  • Virtual reality effect imitation interfaces may be arranged in any area of the human body, since transmission of the effect from the point of contact to the area specified in virtual reality is possible according to the invention.
  • point of contact changes respective routes and characteristics of the interaction transmission may be created according to the neuromyofascial web structure and may be stored in the database.
  • Arranging a point of contact in a handle of a virtual tool may be reasonable due to availability of multiple fascial directions and also from the point of view of the equipment used, while the provided method and system may be combined with other imitation means.
  • the imitation interface may be also disposed in the VR helmet.
  • the number of points of contact and imitation interfaces is also unlimited. It is most reasonable to arrange imitation interfaces in proximity to the so-called reference points, for example, in the I Liq Chuan system, as shown in Fig.5f). This reduces the input length of fascial sequences from the points of contact to target zones.
  • Fig.5g One more interesting option of the arrangement and configuration of imitation interface is shown in Fig.5g).
  • 9 reference points and the 10 th contactless point being the support and equilibrium center are available on a foot.
  • This option is of interest specifically in terms of support sensations as the distributed imitation interface is to be arranged in a shoe sole.
  • an individual user adaptation may be conducted when a new user is registered in the system.
  • test modeling and test effect imitation of at least of one of the events from the game program are carried out and conductivity of fascial sequences and conformance of the transmitted effects to imitated sensations are assessed.
  • effect characteristics are additionally tested and corrected.
  • the resulting parameters are stored individually for the given user. Such deviations may be due either to peculiarities of individual sensitivity or individual characteristics of a fascial web, for example, injuries, blockings, etc.
  • the claimed invention substantially expands perception of virtual simulation and game systems without cumbersome special devices and means, while it also may be used in combination with prior art devices.
  • the technical solution does not clearly follow from the prior art and is commercially realizable.
  • the involved fasciae are massaged in the process of transmission of interactions.
  • muscle tension and blocking, joint disorders, bearing and physical development may be corrected and other medical and preventive effects may be produced.

Abstract

This invention relates to the field of computer simulators and games mainly of the virtual and augmented reality. The essence of this invention resides in the use of a local effect at the fixed point of contact, while transmitting and obtaining a maximum spectrum of sensations in different areas across the entire user's body according to the game situation by using the neuromiofascial web structure and effect imitation interface. The invention substantially expands tactile perception of virtual simulation and game systems without cumbersome special devices and means. At the same time, the involved fasciae are massaged in the process of transmission of interactions. In addition, muscle tension and blocking, joint disorders, bearing may be corrected and physical development and other medical and preventive effects may be produced.

Description

METHOD FOR MODELING AND SIMULATING PHYSICAL EFFECT IN
INTERACTIVE SIMULATORS AND ELECTRONIC GAMES, SYSTEM FOR
IMPLEMENTING THE SAME AND METHOD FOR CALIBRATING THE SYSTEM
Field of the Invention
This invention relates to the field of computer simulators and games mainly of the virtual and augmented reality.
Background of the Invention Typically, interactive simulators and computer games display virtual reality as such or virtual reality augmented with the surrounding reality. In this case, video and audio perception of virtual reality becomes more and more realistic. The technology of capturing and entering movements of a user or a player into a computer and virtual reality respectively is also being developed by making special external motion-capture sensors or special motion-capture suits, for example, "Data-suit for real-time computer animation and virtual reality applications" Mediaiab Services S.A. US 6070269 A. Such sensor-equipped motion-capture suits are used for creating a map of load in the computer and then for making real suits, for example, "Dynamic technique for fitting pressure-suits to individuals" US 20020103615 A1 of International Business Machines Corporation. However, the problem of tracking the motion of users is also solved by analyzing video images of outside cameras or positioning systems.
To model, imitate or simulate sensations of touch with virtual objects, suits or their parts equipped with multiple electrical motors located on various areas of the body, for example, "Interactive body suit and interactive limb covers" US 7046151 B2, Michael J. Dundon, are used. Such solutions are cumbersome, costly and specific for different types of the actions to be displayed and significantly constrain extensive application thereof.
Another significant aspect resides in producing tactile sensation of interaction of virtual tools such as a sword, a tennis racket, etc. A stationary solution of the force transfer, for example, "Force Reflection System", US 6,646,402 B2, Michael B. Witting, are rather cumbersome and constrain extensive application.
There exist such solutions of this problem as special actuators fastened to an arm "Virtual environment tactile system", US 5583478 A, Ronaid Renzi, or gloves with electrodes "Virtual reality glove system with fabric conductors", US 6128004 A, Fakespace, Inc.
Another way of producing sensations of this kind is to create tools with built-in activators or other devices. For example, an electronic sword with a gyrostat built in a hilt to create a sensation of an acting force, «ELECTRONIC SWORD GAME WITH INPUT AND FEEDBACK", US 7,871 ,330 B2, Thomas G. Woolston. However, such solutions fail to transmit sensations of a contact with other parts of a body.
Existing solutions of virtual and/or augmented reality are well developed in terms of representation, position check and control. Currently, this is implemented in a rather compact form such as helmets, goggles, chambers, sensors of external positional systems, etc. Unfortunately, the contact and force sensation systems either are locally limited or rather complicated and are implemented in a form of stationary special equipment or special suits with multiple mainly electromechanical devices such as described in US 7046151 . Therefore, existing solutions for producing tactile sensations in the process of virtual simulation or game are either locally limited or are cumbersome and mechanically complicated solutions.
The aim of the invention
It is an object of the invention to provide a method and a compact system for producing a maximum range of tactile sensations in the process of the virtual simulation or game.
The essence of the invention
The essence of the present invention is to use a local action in a fixed point of contact, but to transmit and produce the maximum range of sensations in different areas over the entire body of a user according to the game situation. Such sensations may include both sensations of collision of or hitting by virtual tools, for example, swords and sensations of touching or hitting the body of a user or the body of a virtual opponent by the virtual tool. This may be achieved by using one or more electromechanical interfaces. In general, two main approaches are used in the present invention. Firstly, to transmit the effect from one point of the body to another, a musculoskeletal structure of a human body is used. More accurately this is a so-called miofascial web, specifically some of its sequences or branches defined by Thomas W. Mayers as anatomy trains - Thomas W. Mayers "Anatomy Trains" Elsevier, 2001 or Myers, T.W. Anatomy Trains: Miofascial Meridians for Manual and Movement Therapists. New York: Churchill-Livingston, 2009. According to this concept, the effect may be transmitted via elements or lines and stations of the neuromiofascial web (Figs. 3.2; 4.2; 5.2; 6.2; 7.2; 8.2). This concept is used in the manual and sports medicine. Compression, stretching and twisting are the main types of effect on fasciae. However, this approach has not been used to stimulate tactile sensations in virtual reality.
On the other hand, similar principles are used in the I Liq Chuan martial arts in which main movements conforming to the structure and nature of a human body are used, as well as multiplicity of sequential and branch channels for transmitting the effect in a fork-like manner is used hitps://wwwjliqchuan.com/btogs/qlang/fork-energy- engaging-structure-artd-mass. In this case, different types of effect at the point of contact (POC) are used: following, rolling, swing, spin, reflection, pull, push, grab etc.
In this system, the action is produced and transmission thereof is accomplished to the center of masses by using arms and gestures.
Present invention is a technical solution in the sphere of virtual reality and it uses the elements included in these two concepts.
According to the invention, the method for modeling and simulating physical effect in interactive simulators and electronic games includes an interactive display of the to-be-modeled or game situations, tracking changes in the positions of a user or a group of users and controlling the changes of the situation according to changes of the users' positions and actions. The method also includes producing at least one type of physical action in at least one zone of contact with the user's body surface via an electromechanical interface and is characterized in that the combined directional action is produced in the contact zone, with the effect selected from the game situation being modeled on a neuromiofascial web and the formed action is transferred from the interface contact zone to the body zone selected according to the game situation, for example, to a zone of virtual contact of a virtual tool with the user's body across a neuromusculoskeletal fascia sequence selected from the human neuromiofascial web. In this case, a combined action includes a translational and/or rotational effect. The action may be also additionally modulated at least along one of the directions of the combined effect.
The action at the points of contact is preferably modulated in amplitude, frequency and phase to respectively represent the effect intensity and character and also to select a respective fascia transmitting the effect from the interface contact zone to a zone on a human body selected subject to the virtual situation.
In one of the embodiments, the effect in the contact zone is produced at least at 5 points forming a cross.
In another embodiment, the effect in the contact zone is produced via an actuated sphere at least along 6 directions.
In addition, a rotational effect is produced in one and/or other directions at least along one of the directions.
To transmit a physical effect, this physical effect is preliminarily modeled on the neuromyofascial system to transmit this effect across the musculoskeletal fasciae from the point of contact to the target zone and then a respective effect is produced at the point of contact via an electromechanical interface.
Specifically, the physical effect is modeled according to sequences and branches between the point of contact and target zone existing in the neuromiofascial web, and in this case at least one fascial sequence is selected to transmit the required effect.
The physical effect is modeled directly at the point of contact according to the selected fascial sequence.
In this case, the preliminary physical effect is modeled according to the current body position at the point of contact to bring the selected fascial sequence into an engaged condition and then to produce to be transmitted effect.
In one of the embodiments, the physical effect is modeled according to the situation to be played out on the simulator.
In the other embodiment, the physical effect is modeled according to the actions performed either by a player on the remote terminal or by a virtual character. The above described methods may be technically implemented by using a described below system comprising at least one computer system with a simulation or game program and a virtual interface with a virtual and/or augmented reality display system and a position check and control interface. The system also comprises an electromechanical effect simulation interface. According to the invention, the effect simulation interface includes at least one electromechanical transducer arranged in the zone of contact with the body surface and is adapted to be reciprocatingly and/or rotationally movable in different spatial directions and about spatial axes. The aforesaid electromechanical transducer is connected to the computer system via an effect-generating unit according to the game situation and model thereof selected from the structure of the neuromiofascial web contained in the database.
The system may be also optionally implemented as a network comprising at least two similar computer systems with similar programs and interfaces.
To form various types of effects at the point of contact, the effect simulation interface includes a group of electromechanical transducers arranged in the form of a cross with a central point in the zone of contact and adapted to the body surface in this zone. This arrangement allows a randomly directed effect to be produced and modes thereof to be controlled.
The effect simulation interface may also be made in the form of an array of electromechanical transducers configured to form a random effect in the contact zone.
A further embodiment of the design of the effect simulation interface is a group of electromechanical transducers arranged in the form of a cross with a central point at the base of a cone or a pyramid with a rounded vertex arranged in the zone of contact perpendicular to the body surface in this zone.
The effect-modeling interface may be most completely made in the form of a sphere with spatial effect mechanisms producing at least 6 orthogonal reciprocating, radial and also vibrational and rotational movements.
The system may include a group of simulation interfaces arranged in different contact zones on the user's body.
Arranging contact zones of simulation interfaces in proximity to reference points of the neuromiofascial web is the best option. This significantly facilitates the modeling of the effect along the most optimum routes. This substantially facilitates modeling of effect along the most optimal routes.
One of these options may provide the arrangement of the simulation interface in shoe soles. 9 reference points and one central point are available in a foot. Considering natural load of soles, exposure and simulation effect may be rather intensive.
In one of the embodiments, the effect-modeling interface may be disposed in a handle of a game tool, for example, a virtual sword or a tennis racket. In this case, the problems of modeling and simulation of interaction of virtual tools, a virtual tool with a body and a virtual tool with a virtual body are simultaneously solved.
To implement the method and operate the system, the modeling system is pre- calibrated based on the specific arrangement and configuration of the simulation interface. For this purpose, sensitive sensor connected to a controller and a computer system are arranged on the human body in the main zones of potential effect, then test effects are produced via the simulation interface. Directions and parameters of the neuromiofascial web and effect characteristics in the contact zone and in selected zones are determined based on the sensors' readings, with the data obtained being stored in the game or simulation effect data base.
According to the method for modeling or simulating the virtual effect before the commencement of the simulation or game, effect characteristics of at least one sequence of the fascial web are individually adapted (corrected) by modeling and stimulating the effect. Such individual correction improves the simulation effect and may be stored in the database for a specific user.
BRIEF DESCRIPTION of DRAWINGS
Fig.1 shows a scheme of a computer system in a game situation with a virtual opponent and contact of a virtual tool (sword) with a player's body.
Fig. 2 shows a scheme with 2 remote computer systems in a game situation with
2 users and a mutual contact of virtual tools (swords).
Fig. 3 shows an exemplary scheme of various types of effect on a human arm, propagation and distribution of this effect under different conditions.
Fig. 4 shows examples of possible sequences of transmission of interaction (effect) across a myofascial web - routes and stations of the web conventionally plotted on a human body.
Fig. 5 shows diagrams and embodiments of a simulation interface.
DETAILED DESCRIPTION OF THE INVENTION
The method of modeling and imitating physical effect of virtual tools on the user's body in different game situations and a system for implementing the same will be explained below by using accompanying figures and drawings representing some optional embodiments of the invention. Implementation of the method will be apparent to those skilled in the art from description of embodiments and explanation of operation thereof and is not intended to be limited by the disclosed embodiments. For the purpose of a broader understanding, some terms are taken as the essential for definition of a wider range of concepts. For example, synonyms of the terms "modeling", "imitation" and "simulation" are defined as explained below. The term "modeling" is used mainly with respect to building a model of the neuromyofascial network and specific sequences thereof for transmitting physical effect from imitation interface performing an initiating effect to the target area of a body corresponding to the event of effect of the virtual tool and also to modeling parameters of the initiating effect providing this transmission and character of the resulting effect in the target area. The terms «imitation» and «simulation» as used herein are synonymous and the term "imitation" will be used hereinafter.
Fig.1 shows a scheme of a computer system in a game situation with a virtual opponent (II) and a contact of a virtual tool (sword) with a body of a player (I).
The player or user (I) uses a virtual or augmented reality helmet (head-set) or goggles 1 (hereinafter referred to as the "VR helmet") and a gaming tool, for example, a virtual sword with the effect imitation interface 2. The gaming tool itself as a specific embodiment may be a Joystick or a rod with a built-in electromechanical effect imitation interface 2 producing a specific physical effect on an arm and transmitting the effect across a specific fascial sequence to a zone 3 on the body of the user (I) specified by the virtual effect of a virtual tool of the virtual opponent (II). In this case, the VR helmet 1 and imitation interface 2 are linked preferably by a wireless communication with a display, position and control controller 4 and an effect generating unit 5 which, in their turn, are connected to the computer system 6 which is connected to the database 7 of the neuromyofascial network structure. The computer system 6 comprises a game or simulation program and is also connected to the local or global network to interact with other systems, databases, payment systems, etc.
Referring to Fig.1 , the operation of the method and system may be demonstrated using the example provided below.
A user or a player (I) settles a VR helmet 1 on a head, grips a sword 2 with a hand and starts a computer system 6. Subject to the program, the computer system 6 forms a 3-D virtual dynamic multimedia display of game situations and a virtual opponent (II) and transmits them to a VR helmet 1 via the display controller 4 which also performs the function of tracking positions of the player and virtual tool with the virtual effect imitation interface 2. The virtual tool also may comprise an independent tracking system to track the position, a spatial stabilization system, etc. The computer system 6 also controls movements of the virtual character (II) and positions of the virtual tool thereof. When virtual tools collide with each other or with a body of the player (I) or the virtual player (II), the computer system 6 identifies such events and character thereof, for example, the force and direction of a blow, an interaction zone 3 and potential consequences. Based on these data, the computer system forms the respective effect characteristics, for example, push, blow or pressure, and also a possible character of an injury caused by the virtual sword.
The computer system simultaneously identifies the effect zone and specifies the route of and procedure for transmission of the effect across the neuromyofascial web from the database 7 and transmits the formed data to the effect generating [imitating] unit 5 producing respective electrical signals to be fed to the electromechanical transducers of the effect imitation interface 2.
Fig.2 shows a network embodiment of a fencing type simulation game.
Two players (I) and (II) have virtual or augmented reality helmets 1 and virtual tools - swords with an effect imitation interface 2. Helmets and swords are connected to the respective computer systems 6 via display, tracking and control controllers 4 and effect imitation-forming units 5. Each database 7 stores the data on the structure and parameters a human neuromyofascial web. Computer systems are interconnected via a network or Internet, with each system displaying a multimedia image, condition, position and movements of the user (II) and a tool of the other system for the user (I) and vice versa. When 2 players are present in one room, the interaction therebetween may take place also in augmented reality, but interaction of virtual gaming tools 3 takes place in virtual reality of both systems.
It is also possible to use multi-user systems with three of more users, to use other types of games and types of interaction, however, effect imitation interfaces allowing actual sensation of a virtual effect to be transmitted from the point of contact of the interface to other part of the body are characteristic of each computer system.
It is also possible to arrange differently imitation interfaces on the body of the player or provide multiple interfaces of this type.
In such cases, transmission of the game effect is routed for each arrangement. Principles of the effect transmission may be more clearly demonstrated and physically explained using the martial arts system "I Liq Chuan" what is literally translated as Mental-Physical Martial Art. I Liq Chuan is a style of Kung Fu based on physical sensitivity and mindful awareness. htl;ps://www.ii!qchuan.com/biogs/qiarig/fork-energy- Θ π c sci i n Q· si uciu e - f I π d■■ m as s Fig. 3 illustrates how the effect on a human arm is propagated and distributed and results of this effect under different conditions of the primary effect.
Fig. 3a) shows the primary effect on the arm in the direction of the center of masses M. In this case, the force vector C is directed toward the center of mass, however, no effect on the center of mass is transmitted, and the arm only deviates toward the body as illustrated in Fig.3b).
To affect the mass from the arms, force must be applied through the structure first to link the bones through the joints. Only after the bones in joints are linked together can a force be applied to the center of mass via the point of contact. When the force vector direction changes along the forearm as shown in Fig.3c), the effect propagates up to the elbow joint and the arm raises, and only one structure is involved, however, the effect is not transmitted to the center of mass.
In case of a more complicated successive effect shown by vectors V-i , V2 in Fig. 3e), a "linkage" takes place and the chain links are controllable, while the subsequent effect, V3, directed toward the center of mass achieves the target, as shown in Fig.3f).
Once bones have been linked at a joint, the force direction must be changed with the correct timing to knock the next bone and joint in the chain. Once a force has been applied to link bones at a joint, there is a window of time in which the stabilized joint can be maintained. Knocking the bones together at a joint is only a temporary stable link which depends on how much resistance there is at the joint.
Therefore, successively controlling the chain links, it is possible to transmit the effect actually from the point of contact to any point of the body. In this case, it is essential to correctly route the effect transmission using the neuromyofascial web map which is stored in the database 7. These specific routes were called by Thomas Mayers "ways and stations" of the neuromyofascial web along which "anatomy trains" of interactions pass between the point of contact and a terminal station. Some of these routes from the web are shown in Fig.4. Some of the "ways and stations" are shown there for illustrative purpose.
One more essential aspect of the present invention is the configuration of the interface initiating the effect sequence. To provide more correct navigation and transmission of actions and effects across the neuromyofascial web, there is a need in the interface capable of setting a precise spatial orientation and character of the effect. Theoretically, the spatial orientation may be set minimally by 3 points (geometric setting of the plane), however, up-down and right-left directions are most suitable for the human perception. Therefore, the interface should be defined by an actuator in 4 points as a minimum in the form of a cross and one point in the center for the direct transmission of the effect, i.e. in the configuration shown in Fig.5a).
The spatial configuration may be set more completely through a sphere with the transmission of movement along 6 orthogonal directions or 3 orthogonal coordinate axes as shown in Fig.5b).
Full number of degrees of freedom of a physical body is supplemented by rotational degrees of freedom as shown in Fig.5c).
The physical action is produced using electromechanical transducers 8 controlled by the effect generating unit 5 using a program set by the computer system 6 according to the selected navigation and predetermined character of the effect in a specific situation.
Structurally, the effect imitation interface includes, at least, one electromechanical transducer (EMT) to produce an effect at the point of contact and, at least, 4 electromechanical transducers (EMT) for the effect orientation or direction.
Technically, this may be a plane area adjacent to the body with electromechanical transducers distributed thereon in the form of a cross, as shown in Fig.5a). This may be a sphere with distributed electromechanical transducers, as shown in Fig.5b). One more embodiment may be provided in the form of a cone or a pyramid with a rounded vertex 9 at the point of contact and electromechanical transducers 8 arranged at the base in the form of a cross, as shown in Fig.5d). In this case, all actions of the transducers as if focused in the vertex area and in the zone of contact.
Another embodiment of the imitation interface is provided in the form of an array of EMTs 8 adjacent to the contact area. In this case, the EMTs may be arranged at a space allowing for perceiving them as an integral whole, while transmitting a spatial direction and other effect characteristics. The EMTs may also contact the body via a buffer membrane. This interface may also help create any effect orientation and modulation.
The above described embodiments of the effect imitation interface allow different types of effects and dynamics thereof to be formed, including a preliminary effect configured to prepare a fascial sequence (selection and joining all chain links) and the effect itself imitating sensation of an event of virtual reality. Any electromechanical actuators, including electromagnetic, piezoelectric, electrohydraulic, magnetostriction and other types of actuators may be used as EMTs.
Virtual reality effect imitation interfaces may be arranged in any area of the human body, since transmission of the effect from the point of contact to the area specified in virtual reality is possible according to the invention. In case the point of contact changes, respective routes and characteristics of the interaction transmission may be created according to the neuromyofascial web structure and may be stored in the database. Arranging a point of contact in a handle of a virtual tool may be reasonable due to availability of multiple fascial directions and also from the point of view of the equipment used, while the provided method and system may be combined with other imitation means. From the point of view of the equipment efficiency, the imitation interface may be also disposed in the VR helmet. The number of points of contact and imitation interfaces is also unlimited. It is most reasonable to arrange imitation interfaces in proximity to the so-called reference points, for example, in the I Liq Chuan system, as shown in Fig.5f). This reduces the input length of fascial sequences from the points of contact to target zones.
One more interesting option of the arrangement and configuration of imitation interface is shown in Fig.5g). According to the I Liq Chuan teaching and practice, 9 reference points and the 10th contactless point being the support and equilibrium center are available on a foot. This option is of interest specifically in terms of support sensations as the distributed imitation interface is to be arranged in a shoe sole.
To operate the system according to the claimed method, it needs to be calibrated in the process of preparation for operation. To calibrate the system in the main zones of possible effects of virtual factors, sensitive sensors are mounted on the body of a test person. Like the user, the test person uses a virtual and augmented reality helmet or goggles 1 and a gaming tool and/or an effect imitation interface. The computer system launches the test program generating main virtual events present in simulation programs or games. In this case, the virtual effect is aimed at main zones in which sensors are mounted and, hence, conductivity of fascial sequences and conformance of the transmitted effects to imitated sensations are tested. The effect is corrected, if required, and corrections are stored in the databases. In addition to this testing, an individual user adaptation may be conducted when a new user is registered in the system. To this end, prior to the game, test modeling and test effect imitation of at least of one of the events from the game program are carried out and conductivity of fascial sequences and conformance of the transmitted effects to imitated sensations are assessed. In case of individual deviations of test results, effect characteristics are additionally tested and corrected. The resulting parameters are stored individually for the given user. Such deviations may be due either to peculiarities of individual sensitivity or individual characteristics of a fascial web, for example, injuries, blockings, etc.
Therefore, the claimed invention substantially expands perception of virtual simulation and game systems without cumbersome special devices and means, while it also may be used in combination with prior art devices. The technical solution does not clearly follow from the prior art and is commercially realizable. At the same time, the involved fasciae are massaged in the process of transmission of interactions. In addition, muscle tension and blocking, joint disorders, bearing and physical development may be corrected and other medical and preventive effects may be produced.
It is also apparent to those skilled in the art that the scope of the claimed invention is not limited by the described embodiments, the units and functions thereof provided in schemes may be integrated into peripheral equipment, consoles or virtualized in the network technology solutions such as, for instance, remote servers, databases, cloud technologies, etc.

Claims

1 . The method for modeling and imitating a physical effect in interactive simulators and electronic games, including an interactive display, tracking changes and control units, and also producing at least one type of physical action in at least one zone of contact with the body surface via an electromechanical interface, characterized in that the combined directional action is produced in the contact zone, with the effect selected from the contact zone in a game situation being modeled on a neuromiofascial web and transmitted to the body zone selected according to the game situation across a neuromusculoskeletal fascia sequence selected from the human neuromiofascial web.
2. Method as claimed in claim 1 , characterized in that the combined action includes translational and/or rotational effect.
3. Method as claimed in claim 1 , characterized in that the action is additionally modulated at least along one of the directions of the combined effect.
4. Method as claimed in claim 1 , characterized in that the action at the points of contact is modulated in amplitude, frequency and phase to respectively transmit intensity and character of the effect and also to select a respective fascia conducting the effect from the contact zone to a selected zone on a human body according to the virtual situation.
5. Method as claimed in claim 1 , characterized in that the action in the contact zone is produced at least at 5 points forming a cross.
6. Method as claimed in claim 1 characterized in that the action in the contact zone is produced via an actuated sphere at least in 6 directions.
7. Method as claimed in claim 6, characterized in that the rotational effect in one and/or other directions is additionally produced at least along one of the directions.
8. Method for transmitting a physical effect, characterized in that the physical effect is modeled on the neuromiofascial web to transmit the effect across the musculoskeletal fasciae from the point of contact to a target zone and a respective effect is produced at the point of contact via an electromechanical interface.
9. Method as claimed in claim 8, characterized in that the physical effect is modeled in accordance with sequences and branches existing in the neuromiofascial web between a point of contact and a target zone, with at least one fascial sequence being selected to transmit the required effect.
1 0. Method as claimed in claim 9, characterized in that the physical effect at the point of contact is modeled according to the selected fascial sequence.
1 1 . Method as claimed in claim 1 0, characterized in that a preliminary physical effect is modeled at the point of contact according to the current position of a body to bring the selected fascial sequences into an engaged condition and then to transmit the effect across the predetermined fascial chain.
1 2. Method as claimed in claim 8, characterized in that the physical effect is modeled according to the situation played out on the simulator.
1 3. Method as claimed in claim 8, characterized in that the physical effect is modeled in accordance with actions performed by a player on a remote terminal or by a virtual character.
14. System for implementing the method as claimed in claim 1 , including at least one computer system with a simulation or game program and a virtual interface comprising a virtual and/or augmented reality display system with a display, position and control controller and an electromechanical effect imitation interface, characterized in that the effect imitation interface includes at least one electromechanical transducer arranged in a zone of contact with the body surface and is adapted to be reciprocatingly and/or rotationally movable in different spatial directions and also about spatial axes, with said electromechanical transducer being connected to the computer system through an effect-generating unit according to the game situation and a model thereof selected from the structure of the neuromiofascial web stored in the database.
1 5. System as claimed in claim 14, characterized in that the system includes at least two interconnected computer systems with a simulation or game program and virtual interfaces comprising virtual and/or augmented reality display systems with position check and control interfaces and an electromechanical effect imitation interfaces, with the display systems of one computer system displaying actual conditions of a user of the other system and vice versa, with virtual gaming tools being interacted in virtual reality of both systems.
1 6. System as claimed in claim 14, characterized in that the effect imitation interface comprises a group of electromechanical transducers arranged in the form of a cross with a central point in the contact zone and adapted to the body surface in this zone.
1 7. System as claimed in claim 14, characterized in that the effect imitation interface includes an array of electromechanical transducers.
1 8. System as claimed in claim 1 6, characterized in that the effect imitation interface includes a group of electromechanical transducers arranged in the form of a cross with a central point at the base of a cone or a pyramid having a rounded vertex arranged in the zone of contact perpendicular to the body surface in this zone.
1 9. System as claimed in claim 14, characterized in that the effect-modeling interface is made in the form of a sphere with spatial effect mechanisms producing at least 6 orthogonal radial reciprocating and also vibrational and rotational movements.
20. System as claimed in claim 14, characterized in that the system includes a group of imitation interfaces arranged in various contact zones on the user body.
21 . System as claimed in claim 14, characterized in that the contact zones via which the effect is modeled are arranged in proximity to reference points of the neuromiofascial web.
22. System as claimed in claim 21 , characterized in that the contact zones via which the effect is modeled are arranged in proximity to reference points of foot, preferably in a shoe sole.
23. System as claimed in claim 14, characterized in that the effect-modeling interface is disposed in a handle of a game tool, for example a game sword or a tennis racket.
24. Method for calibrating the modeling system as claimed in claim 14, characterized in that sensitive sensor connected to a controller and a computer system are pre-arranged on the human body in the main zones of potential effect, test effects are produced via the modeling interface and directions and parameters of the neuromiofascial web and also effect characteristics in the contact zone and in selected zones are determined, with the data obtained being stored in the game and simulation effect database.
25. Method for modeling as claimed in claim 1 , characterized in that before the commencement of the simulation or game, effect characteristics are individually adapted (corrected) by modeling and conducting test imitation of the effect of at least one sequence from the neuromiofascial web.
PCT/IB2016/052053 2016-04-11 2016-04-11 Method for modeling and simulating physical effect in interactive simulators and electronic games, system for implementing the same and method for calibrating the system WO2017178862A1 (en)

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