WO2010105499A1 - Procédés et appareil pour donner à un utilisateur une perception somato-sensorielle pour des activités à sensations fortes comme le saut - Google Patents
Procédés et appareil pour donner à un utilisateur une perception somato-sensorielle pour des activités à sensations fortes comme le saut Download PDFInfo
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- WO2010105499A1 WO2010105499A1 PCT/CN2010/000308 CN2010000308W WO2010105499A1 WO 2010105499 A1 WO2010105499 A1 WO 2010105499A1 CN 2010000308 W CN2010000308 W CN 2010000308W WO 2010105499 A1 WO2010105499 A1 WO 2010105499A1
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- Prior art keywords
- user
- virtual reality
- elevation
- jumping
- environment
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Classifications
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- 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
- A63G31/16—Amusement arrangements creating illusions of travel
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63G—MERRY-GO-ROUNDS; SWINGS; ROCKING-HORSES; CHUTES; SWITCHBACKS; SIMILAR DEVICES FOR PUBLIC AMUSEMENT
- A63G21/00—Chutes; Helter-skelters
- A63G21/20—Slideways with movably suspended cars, or with cars moving on ropes, or the like
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- 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
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- B—PERFORMING OPERATIONS; TRANSPORTING
- B64—AIRCRAFT; AVIATION; COSMONAUTICS
- B64D—EQUIPMENT FOR FITTING IN OR TO AIRCRAFT; FLIGHT SUITS; PARACHUTES; ARRANGEMENTS OR MOUNTING OF POWER PLANTS OR PROPULSION TRANSMISSIONS IN AIRCRAFT
- B64D23/00—Training of parachutists
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- B—PERFORMING OPERATIONS; TRANSPORTING
- B64—AIRCRAFT; AVIATION; COSMONAUTICS
- B64G—COSMONAUTICS; VEHICLES OR EQUIPMENT THEREFOR
- B64G7/00—Simulating cosmonautic conditions, e.g. for conditioning crews
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- G—PHYSICS
- G09—EDUCATION; CRYPTOGRAPHY; DISPLAY; ADVERTISING; SEALS
- G09B—EDUCATIONAL OR DEMONSTRATION APPLIANCES; APPLIANCES FOR TEACHING, OR COMMUNICATING WITH, THE BLIND, DEAF OR MUTE; MODELS; PLANETARIA; GLOBES; MAPS; DIAGRAMS
- G09B9/00—Simulators for teaching or training purposes
- G09B9/02—Simulators for teaching or training purposes for teaching control of vehicles or other craft
- G09B9/08—Simulators for teaching or training purposes for teaching control of vehicles or other craft for teaching control of aircraft, e.g. Link trainer
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- 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
- A63G2031/005—Skydiving
Definitions
- the present invention generally relates to simulates or enhance user experiences in "thrill seeking jumping like activities” —free fall or speed controlled descend /ascend — such as sky-diving, bungee jumping, ski-jumping, jet pack, "turbo drop” and etc.
- user's (or rider's) elevation can be changed rapidly, and more particularly by using VR(virtual reality) and/or MR (Mixed reality) systems to provide visual sensation and/or "scene substitution” that is synchronized with the movement of user in the activities, thus providing an integrated somatosensory experience for user.
- Bungee jumping and sky diving are 2 examples of many popular ways to generate thrilling experiences (for the passenger/rider/jumper) by jumping off from plane or high places.
- Other thrill seeking jumping activities including ski-jumping, jet pack, and reverse bungee, X-Bikes, snow-mobile jumping, "turbo drop” ride etc.
- the thrill mainly comes from the combination of the rapid changing elevation hence the G-force feeling and the unusual scene viewed by user.
- /training /game ride that: 1) capable of quickly changing the elevation of a passenger(rider) so that rider can feel different "G force"(gravity) than he/she perceived in stationary situations 2) provide virtual reality/mixed reality image(scenes) display to rider during the process, the image displayed to rider synchronize (on force feed back or "G-Force feelings") with the movement of the rider so that the visual sensation of the rider correspond to the G force feeling and other movements he/she feels.
- a first embodiment of the invention is directed to a method of providing a user with an free fall or controllable descend/ascend somatosensory experience, which is similar to the G force feeling and visual sense in "thrill seeking jumping like" activities such as but not limited to: bungee jumping/sky diving/parachuting/jet pack flying/ski jumping/X bike jumping /ATV or snow mobile jumping.
- the method in this embodiment includes equipping the user with means for rapid changing user's elevation, using a computer-implemented virtual reality/mixed reality/augmented reality system to present to the user a virtual reality environment modeling "virtual" environment (such as extraterrestrial).
- the virtual reality(VR) /mixed reality (MR) system provides user a visual experiences of "virtual" environment under a "acceleration” or “G Force” feeling provided by the simulation environment — elevation changing means plus other possible mechanisms such as direction changing means — , in which the rapid changing "G force" -such as controlled descend/ascend or free fall-enhancing the experience of the virtual reality environment.
- the computer-implemented virtual reality system includes a virtual reality display on at least one surface in the simulation environment.
- the surface is at least one wall of the simulation environment (which surrounds user).
- using the computer-implemented virtual reality system includes having the user don (i) a head-mounted display system, such display system including at least one sensor to identify at least one position of the user's head, wherein the display system and the sensors form a part of the computer-implemented virtual reality system.
- using a computer-implemented virtual reality system includes having the user don (i) a head-mounted display system, such display system including at least one motion-tracking sensor for tracking the user's head movement, wherein the display system and the sensors form a part of the computer-implemented virtual reality system.
- using a computer-implemented virtual reality system includes using the virtual reality system to model an experience of "thrill seeking jumping like" experience.
- the user's elevation/descending or ascending speed in the simulated environment is controlled or adjusted, so that the G force user feels is at a desired level/value that coordinates/corresponding to/synchronized with the image provided to the user by the VR system.
- the G force user feels is at a desired level/value that coordinates/corresponding to/synchronized with the image provided to the user by the VR system.
- the method includes blocking a light source transmitting light into the simulated environment (for example in the some situation of mixed reality/augmented reality.)
- "Turbo Drop” like elevation changing means after one or more passengers are loaded onto the vehicle, the vehicle is raised vertically by lifting means to a point near the top of the tower, where it is released. The vehicle then free falls (or acceleration/speed controlled ascend/ then descend) until it reaches a slow down phase (section), where it is gradually slowed and eventually stopped. Both in the upward and downward direction, the vehicle is directed by vertical guide means attached to the tower. In a "reverse turbo drop” situation the acceleration of passenger vehicle starting from the ground, so it first throw passenger upward, then free fall. The user will have “double length” time of 0-G or "weightlessness” feelings. During the entire process user wear an HMD or using "CAVE” like surrounding visual display to enjoy the visual effects that is in synchronize with the motion and G force he/she is feeling.
- the user's orientation/heading direction is adjustable/can be changed.
- the supporting means of a rider's weight such as a belt
- the rider's weight fits around the waist of the rider, and permits the rider to rotate with respect to the belt about a vertical axis, and also permits the rider to rotate about a horizontal axis defined by supporting swivels on opposite sides of the belt.
- the direction/orientation of that vehicle can be changed, for example like the design in US5421783 (A) (Human slingshot machine). It is also possible that under some situations the seat on which user is bond to can turn to different directions such as lean forward or backward to let user experience variable G-Forces from different direction (which is consistent with the virtual reality simulation at the same time).
- the area rider lands can be made of resilient materials or apparatus such as , but not limited to trampoline, air cushion, air bed Air-spring like jumping/cushion system. This can also served as a safety measure.
- FIG. 1 Another embodiment of the present invention is directed to a virtual reality apparatus that provides a user with an "thrill seeking jumping like” somatosensory experience.
- the apparatus includes a means to change passenger(rider)'s elevation rapidly (so that rider can sense the different "G Froce” than stationary) and a computer-implemented virtual reality /Mixed reality/ Augmented reality system that presents to the user a virtual reality environment while user is using (“riding") the elevation changing means, the virtual reality environment modeling an "thrill seeking jumping like activity” setting, and desirable inhibiting visual perception by the user of items outside of the virtual reality environment.
- the computer implemented virtual reality system includes a head-mounted display system, such display system including at least one sensor to identify at least one of position and motion of the user's head, wherein the display system and the sensor form a part of the computer-implemented virtual reality system, the head-mounted display system integrated with an elevation changing means [apparatus] for the user, (operative in the visual environment, if needed in Mixed reality).
- a head-mounted display system such display system including at least one sensor to identify at least one of position and motion of the user's head, wherein the display system and the sensor form a part of the computer-implemented virtual reality system, the head-mounted display system integrated with an elevation changing means [apparatus] for the user, (operative in the visual environment, if needed in Mixed reality).
- the elevation changing means apparatus includes an suspension/support system for rider, desirable with mechanism to control descending/ascending rate/accelerating rate and desirably with shock-absorbing and anti-swing mechanisms.
- elevation changing means or "hoist system” includes, but not limited to the following type:
- a “Turbo Drop” like system that using a “rigid” link/connection such as a track (rail) or cylinder to support the weight / provide lift to the users.
- a “bungee” setting in which a resilient cord (bungee cord) is used to support user.
- An elevator like setting in which the very wide range of ascending and descending speed can be achieved and be controlled safely.
- the way user connects to (or attaching to or supporting by) the elevation changing means is varied according to situation and can be flexible.
- the connecting method is desirably the way that is appropriate to the specific activity being simulated. For example for
- the HMD have shock absorber elements like cushions /soft resilient pads and linkage(s) with the head and ear to prevent injuries / hurt in motion /acceleration/deceleration and etc. Or some kind of weight relief means for the HMD can be used.
- the design allows to move user not only vertically, but horizontally as well, so as to allow user to achieve 2
- the simulation environment may includes a surrounding accommodating visual environment (“SAVE”) that shrouds, from the user's perception, items outside of the virtual reality environment
- the surrounding accommodating visual environment includes a system of solid color walls such as green, blue, or black non-reflective surfaces, for the requirement of Mixed reality.
- the means that changing passenger elevation includes a speed/acceleration control mechanism that controls the "G" force that can be felt by the user.
- the apparatus includes an audio component for transmitting an audible signal to the user. In another related embodiment the apparatus includes a tactile component for transmitting a tactile signal to the user.
- the one or more game control means or manipulator(s) is(are) provided to one or more users for them to play games with this system. Any suitable game control means can be used. User can play game with computer, and/ or against each other, either locally or via network.
- additional "props” or equipment appropriate to the simulation or game can be use to increase realistic feeling and enhance user experience.
- mockups for Jet pack or real jet packs can be use, and the equipment can even provide some "vector thrusting" to change user movements to create additional fun.
- the trampoline , air cushion, air bed Air-spring like jumping/cushion system can be used to enhance user experience and provide additional safety.
- Fig 1 shows an user with head mounted display/VR goggle and related system that can be attached to an hoist system.
- the apparatus for providing "thrill seeking jumping” experience comprises means 1 (Fig. 1) for providing 3-D/streo images, may include forming a virtual space in which objects appear and move in a predetermined and random manner.
- One or more computers with storage and accelerator(s) of three-dimensional graphics is usually used as the means 1 of such image provider.
- a means 3 for displaying the virtual space to the user U is connected to the means 1.
- a headpiece, put on the head of the user and comprising two screens for transmitting imagery to the user and headphones for transmitting sound, is used in the variant being described as the means 3 for displaying the virtual space.
- backpack 5 can be provided for user to carry on.
- It can be used as placing related equipments such as communication, control, image processing unit and etc.
- This figure shows user can be connected to a hoist system like those shown in other drawings via cable and connector 2.
- the way / method of connection can be many kind.
- a means 3 could be made to be “flip-able” or adjustable so that you can take it on or off to provide additional safety and functionality.
- the apparatus also comprises means 17 (which not necessarily mounted on user's helmet) for determining the magnitude and direction of movement of the user U relative to the environment (pool, etc), the means being connected to the unit 19 for calculating and converting the virtual space that is provided by means 1.
- means 17 for tracking user motion /position especially the head and hand movement and position
- methods such as but not limited to Inertial Tracking — accelerometers or of angular rate sensors for motion tracking — are used in the variant being described as the means 17.
- the output of the sensor 17 of signals of movement of the user relative to the environment is connected to a unit 19 for conversion of the virtual space in accordance with the real physical hand, head and body movements of the user in the real space, and provide adjustments/feed back to means 1 , taking into account interaction with the objects in the virtual space.
- a number of sensors 17 determining the position of the hands, head, body of the user respectively, are mounted on the user U.
- a means 3 can be as simple as a 3-D/ stereoscopic glasses, while the image provided by means 1 is displayed on a external screen 10 that is visible for user U, as shown in Fig.4.
- user U can have one or more controller/manipulator 22 in hand for the purpose of control the display/communication/game play/training etc.
- FIG. 2 shows one embodiment of the system in which user U wearing VR/MR/AR display means 3 (HMD), attached to the hoist system consists of cable 202, which is connected and controlled by hoist winch 203.
- HMD VR/MR/AR display means 3
- the hoist winch can be sitting on a carriage 205 that moves along (lateral) rig 206 that supports all the weight.
- hoist winch 203 When user U jump off platform 201 the hoist winch 203 begin to control the descend speed of user. Alternatively user can also start from ground and hoist winch 203 lifts the user and then decelerating, so that user can feel "weightlessness” even when traveling upwards.
- video camera/stereoscopic cameras being mounted on the front of HMD/goggle so that a source of real word images (what the user should see without the goggle) is also available to user.
- Means 1 can mix these signals with virtual world signals (by the help of means 17 and 19 in Fig 1 ) so that user can feel combined feeling of real world scenario and the virtual world. This is useful in for example when user "jumping" with friends in the real world, so that he/she can have visual of the friend jumping together, while still immersed in virtual world being simulated.
- Air cushion, air bed like jumping/cushion system can be used (show in the bottom) to enhance user experience and provide additional safety.
- Fig 3 shows an example of using props / mockups and/or addition related equipments in the simulation.
- User wearing VR/MR/AR display means 3 is attached to a elevation changing means, with cable 202 connects to and controlled by hoist winch 303.
- the hoist winch can be located on a carriage 305 that moves along a crane arm 306 that belongs to crane 301 or the like.
- Jet pack which optionally be able to provide some “vector thrust” by using jets like mechanism (312).
- the cable 202 supports the weight of user and hoist winch 303 and carriage 305, crane arm 306 can provide full 3-D movement for user, there isn't much need for the thrust so there wont be a lot of fuel consumption. So even a real jet pack can be used for practice purposes.
- a trampoline is provide in the takeoff-landing area, and can be used in many occasions such as in games.
- Fig 4 shows an example of using elevator like elevation changing means (401 represents the floor of the elevator car) combined with "CAVE" like virtual reality system (10 represents the external screen that surrounds the user).
- the seat S can change direction for example forwards and backwards so that user when sitting on the seats (which could have safety belt) can feel the "virable G" feelings in various directions which are consistent with the movement in the virtual environment.
- the screen might also rotate together with the seats around a same axis.
- “Somatosensory experience” of a user is experience by the user as perceived through the user's sensory organs and other sensory receptors throughout the user's body.
- a “virtual reality system” is a computer-based system that presents to the user a virtual reality environment.
- the virtual reality environment is presented under conditions wherein the user is inhibited from experiencing visual perceptions that are deemed inconsistent with the virtual reality environment. If the user is able to see visual references that is in the "real world" rather than in the virtual world, such as outside light sources, edges of supporting structure, those perception might increase the user's feeling of being still in the actual location and not the virtual world being simulated, so as to interfere with the user's experience of being immersed within a virtual environment.
- the virtual reality environment inhibits visual perception by the user of items outside of the simulated ("virtual") environment, by for example presenting visual experience of the environment via a head mounted display that blocks viewing the ambient environment.
- the visual experience may be presented on one or more displays mounted on one or more surfaces at a distance from the user, under conditions where viewing the ambient environment is inhibited by shrouding anything that may be viewed in a location away from the displays in a sea of blackness, using, for example, black walls that are non-reflective.
- An "thrill seeking jumping" setting modeled in a virtual reality environment is a setting that do not reflect the current scene, but rather , some other interesting scenes such as grand canyon, Niagara falls, empire state building, or even places not on earth, and such setting may be fictional. (The gravitational force experienced by a user in many such extra-terrestrial environments will generally differnt than the gravitational force the user feels on earth's surface.) A setting on the moon surface is "thrill seeking jumping" for purposes of this definition.
- a user is provided with a suspension apparatus (that could provide elevation changing) in combination with head mounted display 3.
- the head mounted display 3 may be in the form of goggles.
- the head mounted display is used to provide the user with a virtual reality experience.
- the head mounted display provides the user with three-dimensional visual imagery and other content that stimulates different senses in the somatosensory system.
- the content provided by the virtual reality system generally simulates an "thrill seeking jumping like" experience.
- the virtual reality environment models a setting with respect to which a user is able to interact so that user input modifies the presentation of the setting to the user.
- the interaction may be provided in various forms such as via sensing head motion, user orientation, or via a game controller or sensing gesture of the user.
- the user may be equipped with a backpack to carry communication, image processing or data transmission systems as an alternative or in addition to image providing units that located separately (for example on ground). Communication can be performed in either wired or wireless manner, or both.
- video camera(s) might be mounted on the helmet (or HMD) to move together with user's head, to provide real time images of objects and people in their surrounding —such as partner/friends rides together— for usage such as merging with the background in real time.
- system 19 a computer system such as system 19 (as shown in
- Fig 1) can switch or alter the view of user 1 in the head mounted display 3 such that the user can obtain the appropriate sensations that simulates user 1 physically working on or with systems physically in his or her environment while maintaining the sensation of being in the virtual environment.
- Such technology is generally referred as "mixed reality" backup cables, safety parachutes, airbags and etc. safety device may be included.
- User may be provided with a manipulator to control the display, to access their communication systems, or control any other feature in the event that the user is training or participating in a game.
- Virtual reality is limited when the only visual stimulation is provided or displayed to a user.
- the human body uses three different senses to resolve motion and acceleration cues like those simulated in virtual reality.
- Visual stimulation is adequate to perceive the motion of an external object such as a bouncing ball, but is insufficient to fully demonstrate self-motion.
- Some embodiments of the invention provide simulations that will engage the user's tactile and hearing sense in a manner consistent with the visual display and surrounding visual cues provided by the VR/MR system.
- the MR/ AR system may require a clean "background” for visual signal mixing. Basically it requires a solid color (such as green) background in the field of view (FOV) of the camera against the foreground "people" or “user's hand/feet " that is captured by the same camera.
- Mixed reality image processing engine later can substitute the "green background” with other images such as the images of the virtual world being simulated.
- the jumping hoisting structure or the elevation changing means may need to be surround by curve shaped surfaces with either light absorbing materials or painted into solid color so that during the elevation changing process the camera on user's HMD may not pickup apparent surfaces, edges, etc and thus provide "clean background” for mixed reality technology usage.
- the external display may be provided in such a format that surrounds the user so that the user feels as though he or she is in the environment being simulated.
- the external screen may be displayed on the sidewalls and the bottom surface of the simulation environment and /or the simulation environment may have a spherical shape, with no apparent edges in the user's field of view.
- the simulation environment may be structured to provide a display as in a cave automatic virtual environment, also known as "CAVE", wherein the visual display is provided on multiple walls of the simulation environment so that the user is surrounded by the virtual environment and has a more realistic sensation of being immersed in the environment depicted by the virtual environment.
- CAVE cave automatic virtual environment
Abstract
Procédés et appareil pour donner à un utilisateur une perception somato-sensorielle pour des activités à sensations fortes comme le saut (à des fins comprenant, de façon non limitative, l'entraînement, le jeu ou le divertissement). Le procédé comporte l'étape consistant à : mettre en place des moyens destinés à modifier l'élévation d'un utilisateur assez rapidement pour que l'utilisateur ressente une différence dans la sensation de gravité ou de « force G » par rapport aux sensations d'un utilisateur en situation immobile, la direction d'orientation par rapport à la direction de mouvement et / ou à la posture de l'utilisateur pouvant être modifiée et la vitesse de variation d'élévation assurée par les moyens en question pouvant être commandée / réglée tandis que l'utilisateur se sert des moyens de modification de l'élévation, à l'aide d'un système informatisé de réalité virtuelle pour présenter à l'utilisateur un environnement de réalité virtuelle. Le point de vue et / ou les changements de direction dans l'environnement de réalité virtuelle sont cohérents avec les changements de position et / ou le mouvement autonome de l'utilisateur dans les moyens de modification de l'élévation ; de sorte que l'utilisateur perçoit l'environnement de réalité virtuelle en état de « gravité ou de force G variable » engendré par les moyens de modification de l'élévation de façon synchronisée, ledit état de « gravité variable » renforçant la perception de l'environnement de réalité virtuelle. Les utilisateurs ont également la possibilité d'interagir avec le système, notamment par des moyens comme une manette de jeux ou des gestes, de telle sorte que la sortie des moyens d'élévation puisse être affectée / modifiée par les entrées de l'utilisateur. L'invention concerne également un appareil pour donner à un utilisateur une perception somato-sensorielle pour des activités à sensations fortes comme le saut.
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US21010709P | 2009-03-14 | 2009-03-14 | |
USUS61/210,107 | 2009-03-14 |
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WO2010105499A1 true WO2010105499A1 (fr) | 2010-09-23 |
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PCT/CN2010/000308 WO2010105499A1 (fr) | 2009-03-14 | 2010-03-12 | Procédés et appareil pour donner à un utilisateur une perception somato-sensorielle pour des activités à sensations fortes comme le saut |
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