EP4532052A1 - Smoothing server for processing user interactions to control an interactive asset - Google Patents
Smoothing server for processing user interactions to control an interactive assetInfo
- Publication number
- EP4532052A1 EP4532052A1 EP23734091.4A EP23734091A EP4532052A1 EP 4532052 A1 EP4532052 A1 EP 4532052A1 EP 23734091 A EP23734091 A EP 23734091A EP 4532052 A1 EP4532052 A1 EP 4532052A1
- Authority
- EP
- European Patent Office
- Prior art keywords
- data stream
- interactive asset
- unfiltered
- user interactions
- interactive
- Prior art date
- Legal status (The legal status 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 status listed.)
- Pending
Links
Classifications
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/40—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
- A63F13/42—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/20—Input arrangements for video game devices
- A63F13/21—Input arrangements for video game devices characterised by their sensors, purposes or types
- A63F13/213—Input arrangements for video game devices characterised by their sensors, purposes or types comprising photodetecting means, e.g. cameras, photodiodes or infrared cells
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/30—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
- A63F13/35—Details of game servers
- A63F13/355—Performing operations on behalf of clients with restricted processing capabilities, e.g. servers transform changing game scene into an encoded video stream for transmitting to a mobile phone or a thin client
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/40—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
- A63F13/42—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
- A63F13/422—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle automatically for the purpose of assisting the player, e.g. automatic braking in a driving game
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63G—MERRY-GO-ROUNDS; SWINGS; ROCKING-HORSES; CHUTES; SWITCHBACKS; SIMILAR DEVICES FOR PUBLIC AMUSEMENT
- A63G31/00—Amusement arrangements
-
- G—PHYSICS
- G01—MEASURING; TESTING
- G01S—RADIO DIRECTION-FINDING; RADIO NAVIGATION; DETERMINING DISTANCE OR VELOCITY BY USE OF RADIO WAVES; LOCATING OR PRESENCE-DETECTING BY USE OF THE REFLECTION OR RERADIATION OF RADIO WAVES; ANALOGOUS ARRANGEMENTS USING OTHER WAVES
- G01S17/00—Systems using the reflection or reradiation of electromagnetic waves other than radio waves, e.g. lidar systems
- G01S17/02—Systems using the reflection of electromagnetic waves other than radio waves
- G01S17/06—Systems determining position data of a target
- G01S17/08—Systems determining position data of a target for measuring distance only
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/20—Input arrangements for video game devices
- A63F13/21—Input arrangements for video game devices characterised by their sensors, purposes or types
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/10—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals
- A63F2300/1087—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals comprising photodetecting means, e.g. a camera
- A63F2300/1093—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals comprising photodetecting means, e.g. a camera using visible light
Definitions
- Amusement parks or theme parks include various features to provide entertainment for guests.
- the amusement park may include different attraction systems, such as a roller coaster, a motion simulator, a drop tower, a performance show, an interactive video game system, and so forth.
- an attraction system may include one or more interactive assets.
- an “interactive asset” refers to a physical or virtual object that is dynamically controlled based on interactions of a user, such as a guest or a performer.
- the instructions include instructions to select one or more actions from a plurality of actions defined within the model dataset for the interactive asset, wherein the one or more selected actions are associated with the user interactions represented within the processed data stream, and instructions to send commands to a controller of the interactive asset to cause the interactive asset to enact the one or more selected actions in accordance with the processed data stream.
- FIG. 1 is a schematic diagram of an embodiment of an attraction system that includes a smoothing server and an interactive asset, in accordance with an aspect of the present disclosure
- FIG. 3 is a flow diagram of an embodiment of a process by which the smoothing server processes the unfiltered data stream to generate the processed data stream and to select one or more actions to be performed by the interactive asset, in accordance with an aspect of the present disclosure.
- certain received user interactions may not result in the interactive asset performing as designed or intended.
- a user may provide interactions that correspond with positions and/or movements that are beyond the technical limits or capabilities of an interactive asset.
- controlling the interactive asset based on such user inputs may result in damage to the interactive asset.
- certain user interactions may correspond to actions that are beyond the desired creative intent of the interactive asset.
- controlling the interactive asset in the manner prescribed by the user interactions may make the interactive asset appear or behave in a manner that is contrary to the “look-and-feel” or the theme of the interactive asset.
- the interactive asset should respond to user inputs in real-time, with minimal delay between the user providing the interaction and the interactive asset performing a corresponding action.
- the smoothing server may generate additional data points to augment the data from the unfiltered data stream, such that the interactive asset is instructed to move in a smooth, continuous manner when performing the action.
- the steaming server is designed to process the unfiltered data stream and provide suitable instructions to the controller of the interactive asset to control the interactive asset in realtime, which enables a more immersive user experience.
- real-time refers to an interactive asset responding to user interactions without a delay that is perceptible to the user.
- the interactive asset 16 may be a virtual interactive asset 16, such as a video game character that is presented within a virtual environment on at least one of the output devices 18 (e.g., displays or projectors) of the attraction system 10.
- the output devices 18 may be controlled in conjunction with the interactive asset 16 to provide a more immersive and entertaining experience to the user 12.
- one or more of the output devices 18 may be disposed in or around the participation area 14.
- the input devices 26 include at least one radio-frequency (RF) sensor 32 disposed near (e.g., above, below, adjacent to) the participation area 14.
- the RF sensor 32 is configured to receive RF signals from an embedded radio-frequency identification (RFID) tag, Bluetooth® device, Wi-Fi device, or other suitable wireless communication device of the user input device 30.
- RFID radio-frequency identification
- the user input device 30 provides signals to the RF sensor 32 indicating the parameters (e.g., position, motion, orientation) of the user input device 30, and may also uniquely identify the user 12 and/or the user input device 30.
- the user input device 30 may be a wearable user input device (e.g., bracelet, headband, glasses, watch), while in other embodiments, the user input device 30 may be a hand-held user input device (e.g., sword, torch, pen, wand, staff, ball, smart phone).
- multiple input devices 26 e.g., the sensors 28 and the user input device 30 cooperate in tandem to measure or detect the interactions of the user 12.
- the attraction system 10 includes a smoothing server 34 communicatively coupled between the input devices 26 and the controller 20.
- the data connections between the input devices 26 and the smoothing server 34, between the smoothing server 34 and the controller 20, and between the controller 20 and the interactive asset 16 and/or output devices 18 may each be independently implemented using either a suitable wired or wireless network connection.
- the smoothing server 34 is generally designed and implemented to receive an unfiltered data stream of input data from the input devices 26 representing interactions of the user, to process the unfiltered data stream to determine suitable actions for the interactive asset 16 to perform in responding to these user interactions, and to provide instructions to the controller 20 to perform the actions, in accordance with the user inputs.
- the memory 36 of the smoothing server 34 also stores a model dataset 40 that is used by the smoothing server 34 during analysis and processing of the unfiltered data stream received from the input devices 26.
- the model dataset 40 may include operational rules 42 that define technical and/or operational limits of the interactive asset 16.
- the operational rules may define the suitable ranges for operational parameters (e g., velocities, accelerations, displacements, orientations, voltages, power, pressure, flow rate, positioning, movement and/or actions envelopes) associated with the desired operation of the various components (e g., joints, motors, actuators, pistons, appendages) of the interactive asset 16.
- the model dataset 40 may also include creative intent rules 44 that define the creative and/or thematic intent of the interactive asset 16. That is, while the operational rules 42 define the operational capabilities and limitations of the interactive asset 16, the creative intent rules 44 define the “look-and-feel” of the interactive asset 16, such that a character represented by the interactive asset 16 behaves in a manner that is true to the expected thematic behavior of this character in other media (e g., movies, video games, comic books). For the example of FIG.
- a creative intent rule may constrain the movements of the illustrated robotic interactive asset 16 to only allow movement of only one portion (e.g., one arm, one leg, torso) of the interactive asset 16 at a time, such that the interactive asset 16 moves in a “robotic” manner that corresponds to the thematic presentation of a character represented by the interactive asset 16 that the user 12 expects.
- Creative intent rules may also define actions of interactive asset 16, as well as the user interactions that trigger each of these actions.
- FIG. 2 is a flow diagram illustrating an embodiment of a process 60 by which the smoothing server 34 provides instructions to the controller 20 of the interactive asset 16 in responding to interactions of the user 12 based on analysis and/or processing of the unfdtered data stream.
- the process 60 may be implemented as computer-readable instructions stored in the memory 36 and executed by the processor 38 of the smoothing server 34 during operation. The process 60 is discussed with reference to elements illustrated in FIG. 1. In other embodiments, the process 60 may include additional steps, fewer steps, repeated steps, and so forth, in accordance with the present disclosure. It may be appreciated that, in order for the user experience to be immersive, the smoothing server 34 analyzes and processes the unfiltered data stream and cooperates with the controller 20 to affect responses by the interactive asset 16 in real-time.
- the interactive asset 16 may still be capable of responding by modifying these values during data stream processing.
- the smoothing server 34 determines, in decision block 66, that the interactive asset 16 is not capable of responding to the interactions of the user 12, then the smoothing server 34 instructs (block 68) the controller 20 of the interactive asset 16 to enact a preprogrammed themed action (e.g., a preprogrammed action that is suitably themed for the interactive asset 16) in responding to the interactions of the user 12. That is, rather than merely filtering or ignoring the interactions indicated by the unfiltered data stream, the smoothing server 34 may instead instruct the interactive asset 16 to provide a response to the user that indicates that the user interactions were beyond what the character represented by the interactive asset 16 could handle, wherein the response is true to the creative and/or thematic intent of the character.
- a preprogrammed themed action e.g., a preprogrammed action that is suitably themed for the interactive asset 16
- the creative intent rules may define that user interaction in which the user’s feet raise from the floor by less than 10 centimeters (cm) as triggering a “hop” action, and while a user interaction in which the user’s feet raise from the floor by more than 10 cm as triggering a distinct “jump” action by the interactive asset 16.
- the smoothing server 34 selects one or more suitable actions 94 to be performed in response to the user interactions.
- the smoothing server 34 may further process the data stream to isolate parameters for each of the selected actions.
- the smoothing server 34 may indicate within the processed data stream 96 which data corresponds to which selected action, such that the processed data stream 96 imparts, to the controller 20, the respective parameters associated with each of the selected actions 94.
- the selected actions 94 may be provided to the controller 20 as part of the processed data stream 96.
Landscapes
- Engineering & Computer Science (AREA)
- Multimedia (AREA)
- Human Computer Interaction (AREA)
- Physics & Mathematics (AREA)
- Electromagnetism (AREA)
- Radar, Positioning & Navigation (AREA)
- General Physics & Mathematics (AREA)
- Remote Sensing (AREA)
- Computer Networks & Wireless Communication (AREA)
- Processing Or Creating Images (AREA)
- Toys (AREA)
- User Interface Of Digital Computer (AREA)
- Management, Administration, Business Operations System, And Electronic Commerce (AREA)
Abstract
Description
Claims
Applications Claiming Priority (3)
| Application Number | Priority Date | Filing Date | Title |
|---|---|---|---|
| US202263348726P | 2022-06-03 | 2022-06-03 | |
| US17/881,047 US20230390653A1 (en) | 2022-06-03 | 2022-08-04 | Smoothing server for processing user interactions to control an interactive asset |
| PCT/US2023/023508 WO2023235217A1 (en) | 2022-06-03 | 2023-05-25 | Smoothing server for processing user interactions to control an interactive asset |
Publications (1)
| Publication Number | Publication Date |
|---|---|
| EP4532052A1 true EP4532052A1 (en) | 2025-04-09 |
Family
ID=87001890
Family Applications (1)
| Application Number | Title | Priority Date | Filing Date |
|---|---|---|---|
| EP23734091.4A Pending EP4532052A1 (en) | 2022-06-03 | 2023-05-25 | Smoothing server for processing user interactions to control an interactive asset |
Country Status (6)
| Country | Link |
|---|---|
| EP (1) | EP4532052A1 (en) |
| JP (1) | JP2025518327A (en) |
| KR (1) | KR20250020591A (en) |
| CN (1) | CN119300896A (en) |
| CA (1) | CA3253572A1 (en) |
| WO (1) | WO2023235217A1 (en) |
Family Cites Families (5)
| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| US20020119822A1 (en) * | 2001-02-28 | 2002-08-29 | Kunzle Adrian E. | Systems and methods wherein a player device continues game play independent of a determination of player input validity |
| WO2007130693A2 (en) * | 2006-05-07 | 2007-11-15 | Sony Computer Entertainment Inc. | Methods and systems for processing an interchange of real time effects during video communication |
| US11107261B2 (en) * | 2019-01-18 | 2021-08-31 | Apple Inc. | Virtual avatar animation based on facial feature movement |
| US11213746B2 (en) * | 2019-10-22 | 2022-01-04 | Microsoft Technology Licensing, Llc | Providing automated user input to an application during a disruption |
| US11055891B1 (en) * | 2020-03-10 | 2021-07-06 | Microsoft Technology Licensing, Llc | Real time styling of motion for virtual environments |
-
2023
- 2023-05-25 EP EP23734091.4A patent/EP4532052A1/en active Pending
- 2023-05-25 CA CA3253572A patent/CA3253572A1/en active Pending
- 2023-05-25 CN CN202380044490.2A patent/CN119300896A/en active Pending
- 2023-05-25 KR KR1020257000121A patent/KR20250020591A/en active Pending
- 2023-05-25 WO PCT/US2023/023508 patent/WO2023235217A1/en not_active Ceased
- 2023-05-25 JP JP2024571242A patent/JP2025518327A/en active Pending
Also Published As
| Publication number | Publication date |
|---|---|
| WO2023235217A1 (en) | 2023-12-07 |
| CA3253572A1 (en) | 2023-12-07 |
| JP2025518327A (en) | 2025-06-12 |
| KR20250020591A (en) | 2025-02-11 |
| CN119300896A (en) | 2025-01-10 |
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