WO2016160284A1 - Systems and methods for game play in three dimensions at a golf driving range - Google Patents

Systems and methods for game play in three dimensions at a golf driving range Download PDF

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Publication number
WO2016160284A1
WO2016160284A1 PCT/US2016/021300 US2016021300W WO2016160284A1 WO 2016160284 A1 WO2016160284 A1 WO 2016160284A1 US 2016021300 W US2016021300 W US 2016021300W WO 2016160284 A1 WO2016160284 A1 WO 2016160284A1
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WO
WIPO (PCT)
Prior art keywords
reference points
virtual
driving range
virtual targets
physical reference
Prior art date
Application number
PCT/US2016/021300
Other languages
French (fr)
Inventor
Robert J. Baldwin
Bryan R. PEEBLER
Craig A. LINDBERG
Jerry A. ALEXANDER
Original Assignee
Sureshot Golf Ventures, Inc.
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Sureshot Golf Ventures, Inc. filed Critical Sureshot Golf Ventures, Inc.
Publication of WO2016160284A1 publication Critical patent/WO2016160284A1/en

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Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B69/00Training appliances or apparatus for special sports
    • A63B69/36Training appliances or apparatus for special sports for golf
    • A63B69/3623Training appliances or apparatus for special sports for golf for driving
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B24/00Electric or electronic controls for exercising apparatus of preceding groups; Controlling or monitoring of exercises, sportive games, training or athletic performances
    • A63B24/0021Tracking a path or terminating locations
    • 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
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/20Input arrangements for video game devices
    • A63F13/21Input arrangements for video game devices characterised by their sensors, purposes or types
    • A63F13/213Input arrangements for video game devices characterised by their sensors, purposes or types comprising photodetecting means, e.g. cameras, photodiodes or infrared cells
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/40Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
    • A63F13/42Processing 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
    • A63F13/428Processing 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 involving motion or position input signals, e.g. signals representing the rotation of an input controller or a player's arm motions sensed by accelerometers or gyroscopes
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • A63F13/65Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor automatically by game devices or servers from real world data, e.g. measurement in live racing competition
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T11/002D [Two Dimensional] image generation
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B24/00Electric or electronic controls for exercising apparatus of preceding groups; Controlling or monitoring of exercises, sportive games, training or athletic performances
    • A63B24/0021Tracking a path or terminating locations
    • A63B2024/0028Tracking the path of an object, e.g. a ball inside a soccer pitch
    • A63B2024/0034Tracking the path of an object, e.g. a ball inside a soccer pitch during flight
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B71/00Games or sports accessories not covered in groups A63B1/00 - A63B69/00
    • A63B71/06Indicating or scoring devices for games or players, or for other sports activities
    • A63B71/0619Displays, user interfaces and indicating devices, specially adapted for sport equipment, e.g. display mounted on treadmills
    • A63B71/0622Visual, audio or audio-visual systems for entertaining, instructing or motivating the user
    • A63B2071/06363D visualisation
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B71/00Games or sports accessories not covered in groups A63B1/00 - A63B69/00
    • A63B71/06Indicating or scoring devices for games or players, or for other sports activities
    • A63B71/0619Displays, user interfaces and indicating devices, specially adapted for sport equipment, e.g. display mounted on treadmills
    • A63B71/0622Visual, audio or audio-visual systems for entertaining, instructing or motivating the user
    • A63B2071/0638Displaying moving images of recorded environment, e.g. virtual environment
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B2220/00Measuring of physical parameters relating to sporting activity
    • A63B2220/10Positions
    • A63B2220/13Relative positions
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B2225/00Miscellaneous features of sport apparatus, devices or equipment
    • A63B2225/50Wireless data transmission, e.g. by radio transmitters or telemetry
    • A63B2225/54Transponders, e.g. RFID
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B2244/00Sports without balls
    • A63B2244/08Jumping, vaulting
    • A63B2244/081High jumping
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B5/00Apparatus for jumping
    • A63B5/16Training devices for jumping; Devices for balloon-jumping; Jumping aids
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B67/00Sporting games or accessories therefor, not provided for in groups A63B1/00 - A63B65/00
    • A63B67/02Special golf games, e.g. miniature golf or golf putting games played on putting tracks; putting practice apparatus having an elongated platform as a putting track
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B71/00Games or sports accessories not covered in groups A63B1/00 - A63B69/00
    • A63B71/06Indicating or scoring devices for games or players, or for other sports activities
    • A63B71/0619Displays, user interfaces and indicating devices, specially adapted for sport equipment, e.g. display mounted on treadmills

Definitions

  • the disclosed embodiments relate to golf driving ranges and, more particularly, to game play associated with golf driving ranges.
  • radar, RFID and optical system vendors have offered systems commercially that allow golfers to play games at driving ranges.
  • one vendor offers a game allowing players to score points based on how closely the player lands the ball in relation to a golf "pin" on the range.
  • the same vendor offers a game that allows players to play a virtual golf hole.
  • Another vendor offers a "skills game” that awards points based on the player's ability to hit a series of targets on the range in order.
  • Another proposed system would award points to a player who lands the ball on a series of playing cards, virtually positioned on the surface of the range.
  • a vendor offers a "long drive” game, which awards points based on how far the golfer hits the ball with distance calculated based on where on the surface of the range the ball lands after being struck.
  • the physical playing field includes not just the horizontal field, but also the three dimensional (3D) space above and beyond the field, as well as vertical surfaces, such as wall and nets, ceiling and also dynamic vertical surfaces such as a projectable steam wall and/or other dynamic vertical surfaces.
  • 3D three dimensional
  • the disclosed embodiments allow points to be awarded based on what happens to the ball while in the air and allow other entertainment/gaming activities that take advantage of the 3D space above and beyond the field.
  • the disclosed embodiments provide a wide range of entertainment and games at a golf driving range that are based on the flight of the ball while in the air and that can take advantage of real-world physical reference points on the range to allow users to orient their shots.
  • the disclosed embodiments thereby allow for golf-centric games at driving ranges to move into 3D space.
  • Different and/or additional features, variations, and embodiments can also be implemented, as desired, and related systems and methods can be utilized, as well.
  • FIG. 1 provides an example embodiment for a golf range gaming system that includes combined real and virtual 3D target mapping for shots (e.g., long range shots) directed to 3D targets positioned in 3D space above the range and aligned to real-world "reference points" physically located on the range.
  • FIG. 2 provides an example embodiment for a golf range gaming system that includes combined real and virtual 3D target mapping for shots (e.g. , long range shots) where shots are hit relative to 3D targets, such as hit around, above, under, and/or between 3D targets positioned in 3D space above the range and aligned to real-world "reference points" physically located on the range.
  • FIG. 3 provides an example embodiment for a golf range gaming system that includes combined real and virtual 3D target mapping for short range shots (e.g. , within 20-30 yards of the hitting area) directed to 3D targets positioned in 3D space above the range and aligned to real-world "reference points" physically located on the range.
  • short range shots e.g. , within 20-30 yards of the hitting area
  • 3D targets positioned in 3D space above the range and aligned to real-world "reference points" physically located on the range.
  • FIG. 4 provides an example embodiment for a golf range gaming system that includes combined real and virtual 3D target mapping for shots aimed at one or more moving virtual targets positioned in 3D space above the range and aligned to real-world "reference points" physically located on the range.
  • FIGS. 5A-B are diagrams of example embodiments for system components for a golf range gaming system including combined real and virtual 3D target mapping.
  • the disclosed embodiments allow golf games to be played in three dimensional (3D) space on a driving range, utilizing virtual targets aligned to real-world reference points physically located on the range, and allow for a wide variety of new entertainment and games associated with this 3D space on a driving range. Further, the disclosed embodiments solve a difficult challenge in providing game play that combines a real range with virtual targets that exist in 3D space. A player may not be able to see the virtual targets while aiming his shot onto the range, and thus the player cannot rely simply on where he wants to ball to land on the two dimensional (2D) range surface.
  • the disclosed systems provide a way for the player to easily and intuitively orient his or her shot.
  • the disclosed systems and methods allow a player to orient his/her shot with respect to virtual targets in 3D space, and thereby provide advantageous solutions that allow for 3D gaming within a golf range environment.
  • the game play system includes in part:
  • a hitting area (e. g. , tee box) .
  • a monitor/display (positioned in view of the player) and related computing system configured to display real and virtual 3D target mapping.
  • a ball-tracking system that allows a ball to be tracked in flight (such as radar and/or optical ball tracking systems).
  • a physical range environment that includes physical "reference points" on the surface of the field and/or marked on netting, walls and/or the ceiling enclosing that field.
  • Those reference points can be static, physical objects or dynamic points such as those projected or otherwise displayed on walls (including a large display wall), floor, or ceiling.
  • Virtual targets that exist in 3D space can include static objects, such as rings, bars or buckets, and moving objects, such as blimps, UFOs or animals.
  • Virtual targets can also take the form of objects with 3D volume (such as a tube), with the ability of the virtual ball to react with the boundaries of such an object.
  • One or more computing systems that are configured to implement one or more of the functions described herein.
  • the game play system can also operate in part to:
  • FIG. 1 provides an example embodiment 100 for a golf range gaming system that includes combined real and virtual 3D target mapping for real golf shots (e.g. , long range shots) directed to virtual 3D targets oriented to physical landmarks on the driving range.
  • the physical golf range environment includes the surface 102 for the golf driving range, and the surface 102 can include targets, such as greens, at various locations on the surface 102 of the driving range.
  • Netting or walls 104 are often located along the sides and back end of golf driving ranges to keep golf balls from leaving the golf driving range and/or endangering neighboring people or property.
  • netting or walls can also be included as a ceiling for the driving range. As shown, the netting and/or walls can include visual reference points 108.
  • a computer system 120 and display/monitor 118 are also associated with the hitting area 106 and provide for the 3D target game play described herein.
  • a player hits golf balls from the hitting area 106 into the golf driving range, and the golf balls land on the surface 102 of the golf driving range or can hit the netting/walls 104 prior to landing on the surface 102.
  • Any number of hitting areas 106 can be provided for a golf driving range, and many golf driving ranges also provide multiple stories of hitting bays that include hitting areas 106.
  • each hitting area 106 for a golf driving range can have a computer system 120 and related display or monitor 118, although two or more hitting areas 106 could also be combined such that they share a computer system 120 and related display or monitor 118.
  • Other variations could also be implemented, as desired, with respect to the layout and configuration of the physical golf driving range while still taking advantage game play in three dimensions at a golf driving range as described herein.
  • one or more physical reference points can be provided as part of the golf driving range to help identify the real-world position of virtual targets that are not visible within the driving range itself but are visible through the display/monitor 118 for the computer system 120 that is located adjacent the hitting area 106.
  • the physical reference points include reference points 108, 110 and 114 that can be associated with the ground or surface 102 of the driving range and/or the netting or walls 104 of the driving range
  • the virtual targets include rings that are not visible within the physical driving range but are displayed through the computer system 120 and display or monitor 118 alongside representations of the real-world reference points.
  • Physical reference points can include, for example, poles, flags, lights, signs, markings on netting/walls, and/or any other desired objects that are visible within the driving range. As indicated above, the physical reference points can be static objects or can be dynamic objects, as desired. The reference points on the surface of the range help the player understand how far the virtual object is from the hitting area, and the reference points on the netting/walls help the player determine how high the virtual target is above the surface of the range.
  • the computer system 120 displays through display/monitor 118 one or more virtual rings 142 and 146 suspended above physical reference points 110 and 114 on the surface 102 of the driving range and aligned with vertical reference points 108. Dashed rings 112 and 114 represent the corresponding physical locations of the virtual rings 142 and 146 above surface 102 of the driving range.
  • Players use one or more of the reference points 108, 110, and 114, which are also displayed on a monitor along with virtual targets, to aim his/her real- world shot to hit the ball through the virtual rings.
  • a player scores points by hitting a ball through one of the virtual rings. In a variant of the game, the player can score escalating points by hitting a single shot through multiple rings.
  • the display screen images 122, 124, 126 and 128 provide example embodiments for a progression of display screen images that can be displayed to a player during game play.
  • the display screen images 122, 124, 126, and 128 include one or more representations of the physical driving range along with one or more representations that are associated with the driving range and/or physical reference points within the driving range.
  • representations 134 can be displayed for the netting or walls 104, and representation 132 can be displayed for the surface 102 of the driving range including any of its physical features.
  • representations 138 can be displayed for the physical reference points 108 associated with the netting or walls 104, and representations 140 and 144 can be displayed for the physical reference points 110 and 114 associated with the surface 102 of the driving range.
  • representations for one or more virtual targets such as rings 142 and 146, can be displayed, superimposed on the physical reference points. As described herein, the virtual targets 142 and 146 are associated with physical reference points 108, 110 and 114 within the driving range but are not physically present within the driving range.
  • the player visually sees the physical range from the tee box or hitting area 106, the images displayed by the display/monitor 118, and the real-world physical reference points 108, 110, and 114.
  • the approximate real-world physical positions for the virtual targets 142 and 146 within the driving range for 3D game play are represented by dashed rings 112 and 116.
  • the display screen image 122 represents an example initial state for game play where the computer system 120 maps the virtual targets 142 and 146 to the physical reference points 108, 110, and 114 within the driving range and displays the virtual targets 142 and 146 within the display screen image 122.
  • a two dimensional (2D) overhead view 170 of the playing field can also be displayed.
  • the 2D overhead view 170 can display top view representations for the virtual surface representation 132, the physical reference points 140 and 144, and the virtual targets 142 and 146.
  • the player can then hit a golf ball into the driving range in an effort to pass the golf ball through the real-world position in three dimensions represented by elements 112/116 for one or more of the virtual targets 142 and 146.
  • a ball tracking system associated with the computer system 120 tracks the ball flight and provides in flight coordinates to the computer system 120.
  • the computer system 120 maps the ball position into 3D space relative to the virtual targets 142 and 146 and displays a virtual representation 150 of the ball during the ball flight and can also display a virtual representation 152 of the ball flight path as shown in display screen image 124.
  • the 2D overhead view 420 can also display the virtual representation 150 of the ball and the virtual representation 152 of the ball flight path.
  • the virtual camera provided by the displayed images follows the ball as it approaches the virtual ring 142.
  • the computer system 120 determines whether the ball flight intersects the virtual target 142 and awards points based upon the result of the shot.
  • a visual indication 160 such as text or graphics, can also be displayed to describe the results of the shot and any points awarded.
  • the system displays a virtual "high-jump bar,” suspended above physical aim or reference points.
  • a player uses those reference points, which are also displayed on a monitor along with virtual targets, to aim his/her real-world shot to hit the ball over the virtual bar.
  • the player scores points by hitting the ball over or under that bar (depending on the game).
  • the height of the bar may change of the course of the game, to present different challenges to the player.
  • This additional embodiment uses horizontal bars instead of the rings shown in FIG. 1.
  • the system displays a virtual object moving through three-dimensional space that the player must hit to score points and or to cause the game to take some other action.
  • the system can display a UFO or blimp or other moving object that is crossing above the physical field.
  • the overhead view 170 of the object mapped to the physical range reference points may be especially helpful to the player in orienting his shot to hit the object. The player then orients her shot using a combination of the overhead view, which helps the player understand how far to hit the ball by showing the moving object relative to real-world targets, and the first-person view, which helps the player determine how high to hit the ball, by showing the object relative to vertical reference points.
  • This further embodiment uses one or more virtual objects that are moving as shown in more detail with respect to FIG. 4.
  • the system displays the virtual target rings described in embodiment 100, but modifies the size of the rings based on a pre-determined categorization of the player' s skill level. For example, the system would present a "beginner" golfer with rings that are much larger and closer (and thus easier to hit) and would present an "expert" with rings that are smaller and/or farther away (and thus harder to hit). As such, the system provides handicapping among players that allows game play to be adjusted based upon the various skill levels for the players. The system can also allow players participating within a particular game or group of games to select whether the games will be adjusted (e.g., handicapped) based upon skill level.
  • FIG. 2 provides an example embodiment 200 for a golf range gaming system that includes combined real and virtual 3D target mapping for shots (e.g., long range shots) where the objective is to hit shots relative to 3D targets, such as to hit shots around, above, under, and/or between 3D targets.
  • shots e.g., long range shots
  • the system displays a large virtual tree 210, for example, aligned with a physical aim or reference point 110 in the middle of the driving range.
  • Dashed- line tree 202 represents the real-world physical location of the virtual tree 210.
  • a player uses the real- world reference points 108, 110, and 114, which are also displayed through representations 138, 140, and 144 on the monitor 118 along with a digitally rendered virtual tree 210, to aim his/her real- world shot to hit the ball toward the tree.
  • Players score points by hitting a golf shot that bends around the virtual tree, such as a right-to-left curving shot around the right side of the tree or a left-to-right curving shot around the left side of the tree.
  • the player scores points by hitting a golf shot that goes between two virtual trees, that goes under branches for one or more virtual tree, and or goes over one or more virtual trees.
  • the player visually sees the physical range from the tee box or hitting area 106, the images displayed by the display/monitor 118, and the real-world physical reference points 108, 110, and 114.
  • the approximate real-world physical positions for the virtual tree target 219 within the driving range for 3D game play are represented by dashed tree 202.
  • the display screen image 204 represents an example initial state for game play where the computer system 120 maps the virtual tree 210 to the physical reference points 108, 110, and 114 within the driving range and displays both the virtual tree 210 and real-world reference points 108, 110 and 114 within the display screen image 204.
  • a two dimensional (2D) overhead view 230 of the playing field can also be displayed.
  • the 2D overhead view 230 can display top view representations for the surface representation 132, the virtual reference point representations 140 and 144, and the virtual target 210.
  • the player can then hit a golf ball into the driving range in an effort to curve the golf ball around the real-world position 202 for the virtual tree 210.
  • a ball tracking system associated with the computer system 120 tracks the ball flight and provides in flight coordinates to the computer system 120.
  • the computer system 120 maps the ball position into 3D space relative to the virtual tree 210 and displays a virtual representation 150 of the ball during the ball flight and can also display a virtual representation 152 of the ball flight path as shown in display screen image 206.
  • the 2D overhead view 230 can also display the virtual representation 150 of the ball and the virtual representation 152 of the ball flight path.
  • the computer system 120 determines whether the ball hits the virtual target, which is a curved flight around the virtual tree 208 for embodiment 200, and awards points based upon the result of the shot.
  • a visual indication 212 such as text or graphics, can also be displayed to describe the results of the shot and any points awarded.
  • FIG. 3 provides an example embodiment 300 for a golf range gaming system that includes combined real and virtual 3D target mapping for short range shots (e.g. , within 20-30 yards of the hitting area) directed to 3D targets.
  • the system displays a set of virtual bowling pins 320, just above the virtual surface 132 representing the surface 102 of the driving range.
  • the bowling pins 320 are mapped to a grid of markers 302 on a first portion of the surface 102 of the driving range.
  • this first portion of surface 102 of the driving range can be a portion of the range between about 20 to 30 yards from the hitting bays including the hitting areas 106.
  • a player uses the reference grid 302, which is also displayed virtually as representations 312 on the monitor 118 along with the virtual bowling pins 320, to aim his real-world shot to hit the ball through the virtual pins 320.
  • the computer system 120 determines which virtual bowling pins 320 are knocked over based on the path of the ball.
  • the computer system 120 may also determine which way a pin flies after being hit by where on the three-dimensional virtual pin the ball strikes (for example, a ball that hits the bottom of the pin may cause it to wobble and fall, while a ball that hits the top of the pin may send that pin flying into multiple other pins.
  • the display screen image 306 represents an example initial state for game play where the computer system 120 maps the virtual pins 320 to the physical reference grid points 302 within the driving range and displays the virtual pins 320 and the virtual grid points 312 within the display screen image 306.
  • a two dimensional (2D) overhead view 330 of the playing field can also be displayed.
  • the 2D overhead view 330 can display top view representations for the virtual surface representation 132, the virtual grid points 312, and the virtual pins 320.
  • a ball tracking system associated with the computer system 120 tracks the ball flight and provides in flight coordinates to the computer system 120.
  • the computer system 120 maps the ball position into 3D space relative to the virtual pins 320 and displays a virtual representation 150 of the ball during the ball flight and can also display a virtual representation 152 of the ball flight path as shown in display screen image 308.
  • the computer system 210 can also determine how the virtual ball 150 would impact the virtual pins 320 after a first pin is hit as represented by dashed lines 314 and 316 and thereby determine which virtual pins 320 are knocked down.
  • the 2D overhead view 330 can also display the virtual representation 150 of the ball and the virtual representation 152 of the ball flight path as well as the results of the virtual pins being knocked down. As shown in display screen image 310, the computer system 120 then displays the virtual pins 320 that were not knocked down without including the ones that were knocked down. The 2D overhead view 330 can also display the remaining virtual pins 320. The player can then take another shot. Points or score can then be awarded based upon the results of each shot. For example, scores can be awarded similar to real-world bowling where a bowler has ten frames in which to accumulate a score.
  • the system displays a virtual "moat” just in front of the tee box. Periodically, a virtual “sea monster” rises up out of the moat with its mouth open. Players score points by hitting the ball in the sea monster' s mouth.
  • This additional embodiment is similar to the embodiment shown in FIG. 3 with a moving sea monster instead of bowling pins.
  • the system displays a moving "shooting gallery" of 3D objects, moving left to right, oriented to the aiming grid.
  • the player scores points by knocking over the objects as the move in front of her.
  • the system determines whether the object has been knocked over by the in-flight path of the ball, for example, including that the ball has been hit at the correct height to "hit" the virtual object.
  • This additional embodiment is similar to the embodiment shown in FIG. 3 with shooting gallery objects moving horizontally and/or vertically in front of the golfer.
  • the system displays a set of virtual buckets, suspended above various aim points on the range.
  • the system awards points if/when the player "lands" a ball in a virtual bucket.
  • This additional embodiment is similar to the embodiment shown in FIG. 3 with virtual buckets displayed in front of the golfer.
  • the system displays a 3D "fairway" stretching away from the player, shaped like a half tube (e.g., similar to a skate park tube).
  • a half tube e.g., similar to a skate park tube.
  • the virtual tracked ball reacts with the bottom/sides of the tube as it flies away from the player even though the real ball continues along its path into the driving range.
  • This additional embodiment is similar to the embodiment shown in FIG. 3 with the half tube displayed in front of the golfer and with the virtual golf ball reacting to the surface of the half tube.
  • FIG. 4 provides an example embodiment 400 for a golf range gaming system that includes combined real and virtual 3D target mapping for shots aimed at a moving virtual target.
  • the system displays a virtual object moving through three-dimensional space that the player must hit to score points and/or to cause the game to take some other action.
  • the moving virtual target is a virtual blimp 442 crossing above the physical field. If the player' s in flight golf ball hits the virtual blimp 442, the system responds, for example, by awarding points to the player. It is further notated that the physical reference points 108, 110, and 114 for the driving range can again be used to help the player align his/her shot towards the virtual blimp 442 as it crosses the playing field.
  • the player visually sees the physical range from the tee box or hitting area 106, the images displayed by the display/monitor 118, and the real-world physical reference points 108, 110, and 114.
  • the approximate real-world physical positions for the moving virtual target 442 within the driving range for 3D game play are represented by dashed targets 402 and target movement path 404.
  • the display screen image 410 represents an example initial state for game play where the computer system 120 maps the virtual target 442 to the physical reference points 108, 110, and 114 within the driving range and displays the virtual target 442 within the display screen image 410.
  • a two dimensional (2D) overhead view 420 of the playing field can also be displayed.
  • the 2D overhead view 420 can display top view representations for the virtual surface representation 132, the virtual reference point representations 140 and 144, and the virtual target 442.
  • the player can then hit a golf ball into the driving range in an effort to pass the golf ball through the real-world position 402 for the virtual target 442 as it moves along a virtual path 444.
  • a ball tracking system associated with the computer system 120 tracks the ball flight and provides in flight coordinates to the computer system 120.
  • the computer system 120 maps the ball position into 3D space relative to the virtual target 442 and displays a virtual representation 150 of the ball during the ball flight and can also display a virtual representation 152 of the ball flight path as shown in display screen image 412.
  • the 2D overhead view 420 can also display the virtual representation 150 of the ball and the virtual representation 152 of the ball flight path as well as the movement 444 of the virtual target 442. As shown in display screen image 414, the computer system 120 determines whether the ball flight intersects the virtual target 442 and awards points based upon the result of the shot.
  • a visual indication 450 such as text or graphics, can also be displayed to describe the results of the shot and any points awarded.
  • a variety of system components can be used for a golf range gaming system including combined real and virtual 3D target mapping as described herein.
  • a ball tracking system can be used to provide coordinates to a computer system.
  • the ball tracking system can be implemented using a variety of ball tracking equipment including radar based ball tracking systems, optical ball tracking systems, RFID (radio frequency identification) ball tracking systems, and/or other ball tracking systems. Combinations of two or more of these ball tracking systems can also be used.
  • the coordinates can be, for example, basic X, Y, Z coordinates of the golf ball in 3D space that are generated by the ball tracking system(s).
  • the computer system can be a local computer system or a network computer system, for example within a cloud server system, or a combination of local and networked computer systems.
  • the computer system also receives driving range information such as physical range dimensions, aim point coordinates, and/or other information concerning the driving range.
  • the monitor can be any of a wide variety of viewable displays that are configured to display images to a user, including one or more video screens, user wearable displays such as 3D visors or glasses, and/or any other desired image display device or combination of such devices.
  • the computer system can include one or more components that are used to implement the 3D tracking and game play functionality described herein.
  • a digital map component can be a data storage system that stores a digital map of the virtual targets for game play along with real-world aim points associated with the driving range. This digital map can be in part based upon the driving range information.
  • One module can be a component that applies one or more algorithms to map the 3D ball position to virtual target position(s) using the digital map from digital map component and the ball coordinates from the ball tracking system.
  • One module can be a component that applies one or more algorithms to graphically render position of virtual targets relative to aim points using the digital map component.
  • One component can be a module that applies one or more algorithms to graphically render in-flight 3D ball position in relation to virtual targets using the map of 3D ball position to virtual target position(s).
  • the graphically renderings can then be combined and provided to the monitor so that it can display to the user one or more virtual targets, aim points, and shot results with respect the real and virtual objects and targets associated with the driving range and game play.
  • the ball tracking system can be implemented using a variety of ball tracking equipment including radar based ball tracking systems, optical ball tracking systems, RFID (radio frequency identification) ball tracking systems, and/or other ball tracking systems. Combinations of two or more of these systems can also be used.
  • Example ball tracking systems include, but are not limited to, those described in U.S. Patent No. 5,489,099; U.S. Patent No. 6,592,465; U.S. Patent No. 8,077,917, U.S. Published Patent Application No. 2002-0177490, U.S. Published Patent Application No. 2007-0293331, and U.S. Published Patent Application No. 2008-0139330 each of which is hereby incorporated by reference in its entirety.
  • FIG. 5A is a diagram of an example embodiment 500 for system components for a golf range gaming system including combined real and virtual 3D target mapping.
  • a ball tracking system 506 again provides coordinates 508 for a ball in flight to a computer system 510.
  • the coordinates 508 can be, for example, basic ⁇ , ⁇ , ⁇ coordinates of the golf ball in 3D space that are generated by the ball tracking system(s) 506.
  • the computer system 510 can be a local computer system or a network computer system, for example within a cloud server system, or a combination of local and networked computer systems.
  • the computer system 510 also receives driving range information 502 such as physical range dimensions, physical target and reference point coordinates, physical characteristics of the driving range, and/or other information concerning the driving range.
  • This information can be static (for example, positions of fixed targets or reference points) or can be dynamic (for example, positions of real-world targets or reference points that are periodically projected on the surface of the range, or are moving objects).
  • the display/monitor 504 can be any of a wide variety of viewable display systems that are configured to display images to a user, including one or more video screens, user wearable displays such as 3D visors or glasses, and/or any other desired image display device or combination of such devices.
  • the computer system 510 includes one or more components 512, 514, 518, 519, 520, 522, and 524 that are used to implement the 3D tracking and game play functionality described herein.
  • these components can be implemented as one or more software modules that are executed by one or more processing devices within the computer system 510 to provide the functionality described.
  • Digital map component 514 can be a digital target 3D mapping module that includes a data storage system that stores a digital map including location information in three dimension such as data 522 for the virtual targets for game play along with data 524 for real-world physical aim or reference points associated with the driving range.
  • Component 518 is a ball position mapping module that applies one or more algorithms to map the real-world ball position to virtual target position(s) in three dimensional ⁇ , ⁇ , ⁇ space using the digital map from digital map component 514 and the in-flight ball coordinates 508 from the ball tracking system 506.
  • Component 518 also determines whether a virtual target existing in 3D space has been "hit” or has been otherwise interacted with by a real-world golf shot, and reports that result to the game engine 519, which includes the combined virtual target and ball-flight rendering module 512.
  • Component 512 is a virtual target and ball flight rendering module that applies one or more algorithms to graphically render the three dimensional X, Y,Z position of virtual targets relative to real world targets and reference points using the digital map component 514. After a ball is struck and tracked, the virtual rendering module 512 also graphically renders the ball flight, relative to both real and virtual targets and reference points.
  • Component 519 is a game engine that uses the results reported from the ball position-mapping module 518 to determine game actions based on the tracked shot, and subsequently renders those game actions along with other game play elements. The graphical renderings provided by components 512 and 519 can then be combined and provided to display/monitor 504, for example, through a display interface 520.
  • the player is displayed images through the display/monitor 504 that show one or more virtual targets, one or more physical reference points, the in-flight golf ball locations, and shot results with respect the real and virtual objects and targets associated with the driving range and game play.
  • the display interface 520 can be included within the computer system 510 to receive and drive display images to the monitor 504. Other variations could also be implemented, as desired.
  • FIG. 5B is a block diagram of an example embodiment for a computer system 510 where processing is provided in part using one or more processor(s) 532.
  • the example computer system 510 includes one or more network interface cards (NICs) 536, one or more input/output (I/O) ports 538, one or more data storage systems 540, and one or more memory devices 534 coupled to communicate with each other through a system bus interconnect 530.
  • the one or more data storage systems 504 can store one or more software (SW) modules 545 associated with the operation of the embodiments described herein.
  • SW software
  • the one or more processors 532 execute software code and/or instructions stored within the software modules 545 to implement one or more of the functions described herein.
  • the components of the computer system 510 can also be distributed within multiple computer systems, if desired. Further, other processing device implementations could also be utilized, as desired, to provide game play in three dimensions at a golf driving range as described herein.
  • virtual processing resources can be used where one or more components of computer system 510 are implemented as one or more virtual machines operating within one or more virtualization layers, such as hypervisors, operating within a host operating system or within multiple host systems for a network-based cloud computing system.
  • a method for three dimensional (3D) game play within a golf driving range including mapping one or more virtual targets in three dimensional (3D) space to one or more physical reference points within a golf driving range; concurrently displaying on a single display representations of the one or more virtual targets relative to the one or more physical reference points, the virtual targets being overlaid over physical reference points; receiving coordinates for a golf ball hit from a hitting area into a golf driving range, the coordinates being ⁇ , ⁇ , ⁇ coordinates for a path of the golf ball in flight; using the coordinates to map locations of the golf ball in flight relative to the one or more virtual targets and the one or more physical reference points; concurrently displaying on a single display representations of the golf ball in flight, the one or more virtual targets, and the one or more physical reference points; and determining whether the golf ball in flight passed through or otherwise interacted with the one or more virtual targets in 3D space and adjusting one or more game actions based upon the determination.
  • the one or more physical reference points are located on at least one of a horizontal surface for the driving range or a vertical surface for the driving range.
  • the one or more physical reference points include a static reference point.
  • the one or more physical reference points include a dynamic reference point.
  • the one or more virtual targets include a static object with respect to the one or more physical reference points.
  • the one or more virtual targets comprise a moving object with respect to the one or more physical reference points.
  • the one or more virtual targets is a plurality of virtual targets, and the one or more physical reference points is a plurality of physical reference points.
  • the displaying includes displaying at least one of a perspective view of the driving range including the representations or an overhead view of the driving range including the representations.
  • the method includes displaying a representation of the golf ball reacting to a boundary for the one or more virtual targets.
  • the method includes awarding points to a player based upon flight of the golf ball with respect to the one or more virtual targets.
  • the method includes adjusting the one or more virtual targets based upon a predetermined skill level for a player.
  • a system for three dimensional (3D) game play within a golf driving range including a digital map stored within a data storage system, the digital map comprising location information for one or more physical reference points in three dimensional (3D) space within a golf driving range and for one or more virtual targets with respect to the one or more physical reference points; a display; and one or more processors coupled to the display and configured to provide through the display concurrent representations of the one or more virtual targets and the one or more physical reference points.
  • the one or more processors are further configured to receive coordinates for a golf ball hit from the hitting area into the golf driving range with the coordinates being ⁇ , ⁇ , ⁇ coordinates for a path of the golf ball in flight; to map locations of the golf ball in flight to the one or more virtual targets and the one or more physical reference points; to provide through the display concurrent representations of the golf ball in flight, the one or more virtual targets, and the one or more physical reference points; and to determine whether the golf ball in flight passed through or otherwise interacted with the one or more virtual targets in 3D space and to adjust one or more game actions based upon the determination.
  • the one or more physical reference points are located on at least one of a horizontal surface for the driving range or a vertical surface for the driving range.
  • the one or more physical reference points include a static reference point.
  • the one or more physical reference points include a dynamic reference point.
  • the one or more virtual targets include a static object with respect to the one or more physical reference points.
  • the one or more virtual targets include a moving object with respect to the one or more physical reference points.
  • the one or more virtual targets is a plurality of virtual targets
  • the one or more physical reference points is a plurality of physical reference points.
  • the representations are provided within at least one of a perspective view of the driving range or an overhead view of the driving range.
  • the one or more processors is further configured to provide through the display representations of reactions of the golf ball with a boundary for the one or more virtual targets.
  • the one or more processors is further configured to award points to a player based upon flight of the golf ball with respect to the one or more virtual targets.
  • the one or more processors is further configured to adjust the one or more virtual targets based upon a predetermined skill level for a player.
  • the functional blocks, systems, devices, and/or circuitry described herein can be implemented using hardware, software, or a combination of hardware and software.
  • one or more processing devices e.g., central processing units (CPUs), controllers, microcontrollers, microprocessors, hardware accelerators, processors, programmable integrated circuitry, FPGAs (field programmable gate arrays), ASICs (application specific integrated circuits), and/or other processing devices
  • CPUs central processing units
  • controllers microcontrollers
  • microprocessors hardware accelerators
  • processors programmable integrated circuitry
  • FPGAs field programmable gate arrays
  • ASICs application specific integrated circuits
  • Virtual processing environments can also be used, for example, where one or more processing devices provide a virtualization layer in which one or more virtual machines operate to provide disclosed functionality.
  • one or more of the operations, tasks, functions, or methodologies described herein can be implemented, for example, as software, firmware and/or other program instructions that are embodied in one or more non-transitory tangible computer-readable mediums (e.g., data storage devices, flash memory, random access memory, read only memory, programmable memory devices, reprogrammable storage devices, hard drives, floppy disks, DVDs, CD-ROMs, and/or any other tangible data storage medium) and that are executed by one or more processing devices (e.g., central processing units (CPUs), controllers, microcontrollers, microprocessors, hardware accelerators, processors, programmable integrated circuitry, FPGAs (field programmable gate arrays), ASICs (application specific integrated circuits), and/or other processing devices) to perform the operations, tasks, functions, or methodologies described herein.
  • processing devices e.g., central processing units (CPUs), controllers, microcontrollers, microprocessors, hardware accelerators, processors, programmable integrated circuitry,

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Abstract

Systems and methods are disclosed for game play in three dimensions at a golf driving range. For the disclosed embodiments, virtual targets are used in combination with real-world physical reference points associated with the golf driving range to allow three dimensional (3D) virtual targeting and game play. The physical playing field includes not just the horizontal field, but also the 3D space above and beyond the field, as well as vertical surfaces such as walls, nets, ceiling and also dynamic vertical surfaces such as a projectable steam wall and/or other dynamic vertical surfaces. By combining virtual targets and real-world reference points, the disclosed embodiments provide a wide range of entertainment and games at a golf driving range that are based on the flight of the ball while in the air and that allow players to use real-world reference points to orient their shots.

Description

SYSTEMS AND METHODS FOR GAME PLAY IN
THREE DIMENSIONS AT A GOLF DRIVING RANGE
Related Applications
[0001] This application claims priority to the following pending application: U.S. Patent Application Serial Number 14/822,007, filed August 10, 2015, and entitled "SYSTEMS AND METHODS FOR GAME PLAY IN THREE DIMENSIONS AT A GOLF DRIVING RANGE," which is hereby incorporated by reference in its entirety. This application also claims priority to the following co-pending provisional application: U.S. Provisional Patent Application Serial Number 62/139,905, filed March 30, 2015, and entitled "SYSTEMS AND METHODS FOR GAME PLAY IN THREE DIMENSIONS AT A GOLF DRIVING RANGE," which is hereby incorporated by reference in its entirety.
Technical Field
[0002] The disclosed embodiments relate to golf driving ranges and, more particularly, to game play associated with golf driving ranges.
Background
[0003] Several existing technologies allow a golf ball to be tracked while in flight. These include Doppler radar-based systems and optical tracking systems that utilize high-speed cameras. These technologies track a ball from when the golfer strikes the ball to when the ball lands. These systems can also estimate the "roll" of a ball after it hits the ground and, in some limited circumstances, track the actual roll of the ball along the ground.
[0004] These systems were originally intended to provide data about ball flight, for instructional purposes (for example, helping a golfer understand the characteristics of his ball flight) or for informational purposes (for example, showing the track of a golf shot on a television broadcast).
[0005] In recent years, such systems have been employed for entertainment gaming purposes. In particular, radar, RFID and optical system vendors have offered systems commercially that allow golfers to play games at driving ranges. For example, one vendor offers a game allowing players to score points based on how closely the player lands the ball in relation to a golf "pin" on the range. The same vendor offers a game that allows players to play a virtual golf hole. Another vendor offers a "skills game" that awards points based on the player's ability to hit a series of targets on the range in order. Another proposed system would award points to a player who lands the ball on a series of playing cards, virtually positioned on the surface of the range. Finally, a vendor offers a "long drive" game, which awards points based on how far the golfer hits the ball with distance calculated based on where on the surface of the range the ball lands after being struck.
[0006] All of these games have one thing in common. They are all based on where the ball lands on the driving range, in two-dimensional space. As such, what happens while the ball is in the air is irrelevant to these prior game systems for golf driving ranges.
Summary
[0007] Systems and methods are disclosed for game play in three dimensions at a golf driving range. For the disclosed embodiments, the physical playing field includes not just the horizontal field, but also the three dimensional (3D) space above and beyond the field, as well as vertical surfaces, such as wall and nets, ceiling and also dynamic vertical surfaces such as a projectable steam wall and/or other dynamic vertical surfaces. In contrast to prior solutions, for example, the disclosed embodiments allow points to be awarded based on what happens to the ball while in the air and allow other entertainment/gaming activities that take advantage of the 3D space above and beyond the field. As such, the disclosed embodiments provide a wide range of entertainment and games at a golf driving range that are based on the flight of the ball while in the air and that can take advantage of real-world physical reference points on the range to allow users to orient their shots. The disclosed embodiments thereby allow for golf-centric games at driving ranges to move into 3D space. Different and/or additional features, variations, and embodiments can also be implemented, as desired, and related systems and methods can be utilized, as well.
Description of the Drawings
[0008] It is noted that the appended drawings illustrate only exemplary embodiments of the invention and are, therefore, not to be considered limiting of its scope, for the invention may admit to other equally effective embodiments.
[0009] FIG. 1 provides an example embodiment for a golf range gaming system that includes combined real and virtual 3D target mapping for shots (e.g., long range shots) directed to 3D targets positioned in 3D space above the range and aligned to real-world "reference points" physically located on the range. [0010] FIG. 2 provides an example embodiment for a golf range gaming system that includes combined real and virtual 3D target mapping for shots (e.g. , long range shots) where shots are hit relative to 3D targets, such as hit around, above, under, and/or between 3D targets positioned in 3D space above the range and aligned to real-world "reference points" physically located on the range.
[0011] FIG. 3 provides an example embodiment for a golf range gaming system that includes combined real and virtual 3D target mapping for short range shots (e.g. , within 20-30 yards of the hitting area) directed to 3D targets positioned in 3D space above the range and aligned to real-world "reference points" physically located on the range.
[0012] FIG. 4 provides an example embodiment for a golf range gaming system that includes combined real and virtual 3D target mapping for shots aimed at one or more moving virtual targets positioned in 3D space above the range and aligned to real-world "reference points" physically located on the range.
[0013] FIGS. 5A-B are diagrams of example embodiments for system components for a golf range gaming system including combined real and virtual 3D target mapping.
Detailed Description
[0014] Systems and methods are disclosed for game play in three dimensions at a golf driving range. A variety of different embodiments and features can be implemented, as desired, and related systems and methods can be utilized while still taking advantage of game play in three dimensions at a golf driving range as described herein.
[0015] In contrast to prior solutions, the disclosed embodiments allow golf games to be played in three dimensional (3D) space on a driving range, utilizing virtual targets aligned to real-world reference points physically located on the range, and allow for a wide variety of new entertainment and games associated with this 3D space on a driving range. Further, the disclosed embodiments solve a difficult challenge in providing game play that combines a real range with virtual targets that exist in 3D space. A player may not be able to see the virtual targets while aiming his shot onto the range, and thus the player cannot rely simply on where he wants to ball to land on the two dimensional (2D) range surface. The disclosed systems provide a way for the player to easily and intuitively orient his or her shot. By combining physical reference points on the surface and/or surrounding netting/walls/ceiling (e.g., horizontal and or vertical surfaces for the driving range) and or dynamic surfaces (e.g., projectable steam wall, water droplet wall, and/or other dynamic vertical/horizontal surfaces) with a view of virtual targets mapped to those reference points, the disclosed systems and methods allow a player to orient his/her shot with respect to virtual targets in 3D space, and thereby provide advantageous solutions that allow for 3D gaming within a golf range environment. [0016] In certain embodiments, the game play system includes in part:
1. A hitting area (e. g. , tee box) .
2. A monitor/display (positioned in view of the player) and related computing system configured to display real and virtual 3D target mapping.
3. A ball-tracking system that allows a ball to be tracked in flight (such as radar and/or optical ball tracking systems).
4. A physical range environment that includes physical "reference points" on the surface of the field and/or marked on netting, walls and/or the ceiling enclosing that field. Those reference points can be static, physical objects or dynamic points such as those projected or otherwise displayed on walls (including a large display wall), floor, or ceiling.
5. Virtual targets that exist in 3D space. These can include static objects, such as rings, bars or buckets, and moving objects, such as blimps, UFOs or animals. Virtual targets can also take the form of objects with 3D volume (such as a tube), with the ability of the virtual ball to react with the boundaries of such an object.
6. One or more computing systems that are configured to implement one or more of the functions described herein.
[0017] The game play system can also operate in part to:
1. Map the location of virtual targets to the physical aim points, and display both real and virtual targets concurrently on a game monitor/display, along with real- world reference points that help the player orient his or her shot
2. Map the location of an in-flight ball in 3D space relative to targets while in flight. 4. Determine whether a ball has "hit" or otherwise interacted with a virtual target.
[0018] Example embodiments are now described with respect to the drawings. Different and/or additional features, variations, and embodiments can also be implemented, as desired, and related systems and methods can be utilized, as well.
[0019] FIG. 1 provides an example embodiment 100 for a golf range gaming system that includes combined real and virtual 3D target mapping for real golf shots (e.g. , long range shots) directed to virtual 3D targets oriented to physical landmarks on the driving range. The physical golf range environment includes the surface 102 for the golf driving range, and the surface 102 can include targets, such as greens, at various locations on the surface 102 of the driving range. Netting or walls 104 are often located along the sides and back end of golf driving ranges to keep golf balls from leaving the golf driving range and/or endangering neighboring people or property. Although not shown, netting or walls can also be included as a ceiling for the driving range. As shown, the netting and/or walls can include visual reference points 108. A computer system 120 and display/monitor 118 are also associated with the hitting area 106 and provide for the 3D target game play described herein.
[0020] A player hits golf balls from the hitting area 106 into the golf driving range, and the golf balls land on the surface 102 of the golf driving range or can hit the netting/walls 104 prior to landing on the surface 102. Any number of hitting areas 106 can be provided for a golf driving range, and many golf driving ranges also provide multiple stories of hitting bays that include hitting areas 106. If desired, each hitting area 106 for a golf driving range can have a computer system 120 and related display or monitor 118, although two or more hitting areas 106 could also be combined such that they share a computer system 120 and related display or monitor 118. Other variations could also be implemented, as desired, with respect to the layout and configuration of the physical golf driving range while still taking advantage game play in three dimensions at a golf driving range as described herein.
[0021] For the embodiments described herein, one or more physical reference points can be provided as part of the golf driving range to help identify the real-world position of virtual targets that are not visible within the driving range itself but are visible through the display/monitor 118 for the computer system 120 that is located adjacent the hitting area 106. For the example embodiment 100 depicted, the physical reference points include reference points 108, 110 and 114 that can be associated with the ground or surface 102 of the driving range and/or the netting or walls 104 of the driving range, and the virtual targets include rings that are not visible within the physical driving range but are displayed through the computer system 120 and display or monitor 118 alongside representations of the real-world reference points. Physical reference points can include, for example, poles, flags, lights, signs, markings on netting/walls, and/or any other desired objects that are visible within the driving range. As indicated above, the physical reference points can be static objects or can be dynamic objects, as desired. The reference points on the surface of the range help the player understand how far the virtual object is from the hitting area, and the reference points on the netting/walls help the player determine how high the virtual target is above the surface of the range.
[0022] As shown for the example embodiment 100, the computer system 120 displays through display/monitor 118 one or more virtual rings 142 and 146 suspended above physical reference points 110 and 114 on the surface 102 of the driving range and aligned with vertical reference points 108. Dashed rings 112 and 114 represent the corresponding physical locations of the virtual rings 142 and 146 above surface 102 of the driving range. Players use one or more of the reference points 108, 110, and 114, which are also displayed on a monitor along with virtual targets, to aim his/her real- world shot to hit the ball through the virtual rings. A player scores points by hitting a ball through one of the virtual rings. In a variant of the game, the player can score escalating points by hitting a single shot through multiple rings. Other virtual objects can also be displayed to the players and can be used as targets with respect to game play. [0023] The display screen images 122, 124, 126 and 128 provide example embodiments for a progression of display screen images that can be displayed to a player during game play. The display screen images 122, 124, 126, and 128 include one or more representations of the physical driving range along with one or more representations that are associated with the driving range and/or physical reference points within the driving range. For example, representations 134 can be displayed for the netting or walls 104, and representation 132 can be displayed for the surface 102 of the driving range including any of its physical features. Further, representations 138 can be displayed for the physical reference points 108 associated with the netting or walls 104, and representations 140 and 144 can be displayed for the physical reference points 110 and 114 associated with the surface 102 of the driving range. In addition, representations for one or more virtual targets, such as rings 142 and 146, can be displayed, superimposed on the physical reference points. As described herein, the virtual targets 142 and 146 are associated with physical reference points 108, 110 and 114 within the driving range but are not physically present within the driving range.
[0024] During game play, the player visually sees the physical range from the tee box or hitting area 106, the images displayed by the display/monitor 118, and the real-world physical reference points 108, 110, and 114. The approximate real-world physical positions for the virtual targets 142 and 146 within the driving range for 3D game play are represented by dashed rings 112 and 116. The display screen image 122 represents an example initial state for game play where the computer system 120 maps the virtual targets 142 and 146 to the physical reference points 108, 110, and 114 within the driving range and displays the virtual targets 142 and 146 within the display screen image 122. In addition to a 3D representation of the playing field, a two dimensional (2D) overhead view 170 of the playing field can also be displayed. For example, the 2D overhead view 170 can display top view representations for the virtual surface representation 132, the physical reference points 140 and 144, and the virtual targets 142 and 146. The player can then hit a golf ball into the driving range in an effort to pass the golf ball through the real-world position in three dimensions represented by elements 112/116 for one or more of the virtual targets 142 and 146. As described herein, a ball tracking system associated with the computer system 120 tracks the ball flight and provides in flight coordinates to the computer system 120. The computer system 120 maps the ball position into 3D space relative to the virtual targets 142 and 146 and displays a virtual representation 150 of the ball during the ball flight and can also display a virtual representation 152 of the ball flight path as shown in display screen image 124. The 2D overhead view 420 can also display the virtual representation 150 of the ball and the virtual representation 152 of the ball flight path. As shown in display screen image 126, the virtual camera provided by the displayed images follows the ball as it approaches the virtual ring 142. As shown in display image 128, the computer system 120 determines whether the ball flight intersects the virtual target 142 and awards points based upon the result of the shot. A visual indication 160, such as text or graphics, can also be displayed to describe the results of the shot and any points awarded. [0025] It is noted that a variety of different 3D golf range related games can be implemented while still taking advantage of game play in three dimensions at a golf driving range as described herein.
[0026] For an additional example embodiment, the system displays a virtual "high-jump bar," suspended above physical aim or reference points. A player uses those reference points, which are also displayed on a monitor along with virtual targets, to aim his/her real-world shot to hit the ball over the virtual bar. The player scores points by hitting the ball over or under that bar (depending on the game). The height of the bar may change of the course of the game, to present different challenges to the player. This additional embodiment uses horizontal bars instead of the rings shown in FIG. 1.
[0027] For a further example embodiment, the system displays a virtual object moving through three-dimensional space that the player must hit to score points and or to cause the game to take some other action. For example, as shown with respect to FIG. 4, the system can display a UFO or blimp or other moving object that is crossing above the physical field. In the case of a moving object, the overhead view 170 of the object mapped to the physical range reference points may be especially helpful to the player in orienting his shot to hit the object. The player then orients her shot using a combination of the overhead view, which helps the player understand how far to hit the ball by showing the moving object relative to real-world targets, and the first-person view, which helps the player determine how high to hit the ball, by showing the object relative to vertical reference points. If the player hits the UFO or blimp, the object explodes or otherwise responds, and the system awards points to the player or takes other game actions based upon the virtual contact with the in-flight ball. This further embodiment uses one or more virtual objects that are moving as shown in more detail with respect to FIG. 4.
[0028] For a further example embodiment, the system displays the virtual target rings described in embodiment 100, but modifies the size of the rings based on a pre-determined categorization of the player' s skill level. For example, the system would present a "beginner" golfer with rings that are much larger and closer (and thus easier to hit) and would present an "expert" with rings that are smaller and/or farther away (and thus harder to hit). As such, the system provides handicapping among players that allows game play to be adjusted based upon the various skill levels for the players. The system can also allow players participating within a particular game or group of games to select whether the games will be adjusted (e.g., handicapped) based upon skill level. It is further noted that while the size of virtual targets, such as the virtual rings described in embodiment 100, can be adjusted based upon skill level, other modifications to virtual targets can also be made to provide different difficult levels associated with different skill levels for the players. Other variations can also be implemented. [0029] FIG. 2 provides an example embodiment 200 for a golf range gaming system that includes combined real and virtual 3D target mapping for shots (e.g., long range shots) where the objective is to hit shots relative to 3D targets, such as to hit shots around, above, under, and/or between 3D targets.
[0030] As shown for the example embodiment, the system displays a large virtual tree 210, for example, aligned with a physical aim or reference point 110 in the middle of the driving range. Dashed- line tree 202 represents the real-world physical location of the virtual tree 210. A player uses the real- world reference points 108, 110, and 114, which are also displayed through representations 138, 140, and 144 on the monitor 118 along with a digitally rendered virtual tree 210, to aim his/her real- world shot to hit the ball toward the tree. Players score points by hitting a golf shot that bends around the virtual tree, such as a right-to-left curving shot around the right side of the tree or a left-to-right curving shot around the left side of the tree. In another variant of this game, the player scores points by hitting a golf shot that goes between two virtual trees, that goes under branches for one or more virtual tree, and or goes over one or more virtual trees.
[0031] During game play, the player visually sees the physical range from the tee box or hitting area 106, the images displayed by the display/monitor 118, and the real-world physical reference points 108, 110, and 114. The approximate real-world physical positions for the virtual tree target 219 within the driving range for 3D game play are represented by dashed tree 202. The display screen image 204 represents an example initial state for game play where the computer system 120 maps the virtual tree 210 to the physical reference points 108, 110, and 114 within the driving range and displays both the virtual tree 210 and real-world reference points 108, 110 and 114 within the display screen image 204. In addition to a 3D representation of the playing field, a two dimensional (2D) overhead view 230 of the playing field can also be displayed. For example, the 2D overhead view 230 can display top view representations for the surface representation 132, the virtual reference point representations 140 and 144, and the virtual target 210. The player can then hit a golf ball into the driving range in an effort to curve the golf ball around the real-world position 202 for the virtual tree 210. As described herein, a ball tracking system associated with the computer system 120 tracks the ball flight and provides in flight coordinates to the computer system 120. The computer system 120 maps the ball position into 3D space relative to the virtual tree 210 and displays a virtual representation 150 of the ball during the ball flight and can also display a virtual representation 152 of the ball flight path as shown in display screen image 206. The 2D overhead view 230 can also display the virtual representation 150 of the ball and the virtual representation 152 of the ball flight path. As shown in display screen image 208, the computer system 120 determines whether the ball hits the virtual target, which is a curved flight around the virtual tree 208 for embodiment 200, and awards points based upon the result of the shot. A visual indication 212, such as text or graphics, can also be displayed to describe the results of the shot and any points awarded. [0032] FIG. 3 provides an example embodiment 300 for a golf range gaming system that includes combined real and virtual 3D target mapping for short range shots (e.g. , within 20-30 yards of the hitting area) directed to 3D targets.
[0033] As shown for the example embodiment, the system displays a set of virtual bowling pins 320, just above the virtual surface 132 representing the surface 102 of the driving range. The bowling pins 320 are mapped to a grid of markers 302 on a first portion of the surface 102 of the driving range. For example, this first portion of surface 102 of the driving range can be a portion of the range between about 20 to 30 yards from the hitting bays including the hitting areas 106. A player uses the reference grid 302, which is also displayed virtually as representations 312 on the monitor 118 along with the virtual bowling pins 320, to aim his real-world shot to hit the ball through the virtual pins 320. The computer system 120 determines which virtual bowling pins 320 are knocked over based on the path of the ball. The computer system 120 may also determine which way a pin flies after being hit by where on the three-dimensional virtual pin the ball strikes (for example, a ball that hits the bottom of the pin may cause it to wobble and fall, while a ball that hits the top of the pin may send that pin flying into multiple other pins. The player scores points based on how many bowling pins she knocks over with each shot.
[0034] During game play, the player visually sees the physical range from the tee box or hitting area 106, the images displayed by the display/monitor 118, and the real-world physical reference grid points 302. The display screen image 306 represents an example initial state for game play where the computer system 120 maps the virtual pins 320 to the physical reference grid points 302 within the driving range and displays the virtual pins 320 and the virtual grid points 312 within the display screen image 306. In addition to a 3D representation of the playing field, a two dimensional (2D) overhead view 330 of the playing field can also be displayed. For example, the 2D overhead view 330 can display top view representations for the virtual surface representation 132, the virtual grid points 312, and the virtual pins 320. The player can then hit a golf ball into the driving range in an effort to pass the golf ball through the real-world positions associated with the virtual pins 320. As described herein, a ball tracking system associated with the computer system 120 tracks the ball flight and provides in flight coordinates to the computer system 120. The computer system 120 maps the ball position into 3D space relative to the virtual pins 320 and displays a virtual representation 150 of the ball during the ball flight and can also display a virtual representation 152 of the ball flight path as shown in display screen image 308. The computer system 210 can also determine how the virtual ball 150 would impact the virtual pins 320 after a first pin is hit as represented by dashed lines 314 and 316 and thereby determine which virtual pins 320 are knocked down. The 2D overhead view 330 can also display the virtual representation 150 of the ball and the virtual representation 152 of the ball flight path as well as the results of the virtual pins being knocked down. As shown in display screen image 310, the computer system 120 then displays the virtual pins 320 that were not knocked down without including the ones that were knocked down. The 2D overhead view 330 can also display the remaining virtual pins 320. The player can then take another shot. Points or score can then be awarded based upon the results of each shot. For example, scores can be awarded similar to real-world bowling where a bowler has ten frames in which to accumulate a score.
[0035] For an additional embodiment, the system displays a virtual "moat" just in front of the tee box. Periodically, a virtual "sea monster" rises up out of the moat with its mouth open. Players score points by hitting the ball in the sea monster' s mouth. This additional embodiment is similar to the embodiment shown in FIG. 3 with a moving sea monster instead of bowling pins.
[0036] For a further embodiment, the system displays a moving "shooting gallery" of 3D objects, moving left to right, oriented to the aiming grid. The player scores points by knocking over the objects as the move in front of her. The system determines whether the object has been knocked over by the in-flight path of the ball, for example, including that the ball has been hit at the correct height to "hit" the virtual object. This additional embodiment is similar to the embodiment shown in FIG. 3 with shooting gallery objects moving horizontally and/or vertically in front of the golfer.
[0037] For a still further embodiment, the system displays a set of virtual buckets, suspended above various aim points on the range. The system awards points if/when the player "lands" a ball in a virtual bucket. This additional embodiment is similar to the embodiment shown in FIG. 3 with virtual buckets displayed in front of the golfer.
[0038] For certain further embodiments, the system displays a 3D "fairway" stretching away from the player, shaped like a half tube (e.g., similar to a skate park tube). When the player hits the ball into the virtual tube, the virtual tracked ball reacts with the bottom/sides of the tube as it flies away from the player even though the real ball continues along its path into the driving range. This additional embodiment is similar to the embodiment shown in FIG. 3 with the half tube displayed in front of the golfer and with the virtual golf ball reacting to the surface of the half tube.
[0039] FIG. 4 provides an example embodiment 400 for a golf range gaming system that includes combined real and virtual 3D target mapping for shots aimed at a moving virtual target. As shown, the system displays a virtual object moving through three-dimensional space that the player must hit to score points and/or to cause the game to take some other action. For the embodiment depicted, the moving virtual target is a virtual blimp 442 crossing above the physical field. If the player' s in flight golf ball hits the virtual blimp 442, the system responds, for example, by awarding points to the player. It is further notated that the physical reference points 108, 110, and 114 for the driving range can again be used to help the player align his/her shot towards the virtual blimp 442 as it crosses the playing field. [0040] During game play, the player visually sees the physical range from the tee box or hitting area 106, the images displayed by the display/monitor 118, and the real-world physical reference points 108, 110, and 114. The approximate real-world physical positions for the moving virtual target 442 within the driving range for 3D game play are represented by dashed targets 402 and target movement path 404. The display screen image 410 represents an example initial state for game play where the computer system 120 maps the virtual target 442 to the physical reference points 108, 110, and 114 within the driving range and displays the virtual target 442 within the display screen image 410. In addition to a 3D representation of the playing field, a two dimensional (2D) overhead view 420 of the playing field can also be displayed. For example, the 2D overhead view 420 can display top view representations for the virtual surface representation 132, the virtual reference point representations 140 and 144, and the virtual target 442. The player can then hit a golf ball into the driving range in an effort to pass the golf ball through the real-world position 402 for the virtual target 442 as it moves along a virtual path 444. As described herein, a ball tracking system associated with the computer system 120 tracks the ball flight and provides in flight coordinates to the computer system 120. The computer system 120 maps the ball position into 3D space relative to the virtual target 442 and displays a virtual representation 150 of the ball during the ball flight and can also display a virtual representation 152 of the ball flight path as shown in display screen image 412. The 2D overhead view 420 can also display the virtual representation 150 of the ball and the virtual representation 152 of the ball flight path as well as the movement 444 of the virtual target 442. As shown in display screen image 414, the computer system 120 determines whether the ball flight intersects the virtual target 442 and awards points based upon the result of the shot. A visual indication 450, such as text or graphics, can also be displayed to describe the results of the shot and any points awarded.
[0041] A variety of system components can be used for a golf range gaming system including combined real and virtual 3D target mapping as described herein. For example, a ball tracking system can be used to provide coordinates to a computer system. The ball tracking system can be implemented using a variety of ball tracking equipment including radar based ball tracking systems, optical ball tracking systems, RFID (radio frequency identification) ball tracking systems, and/or other ball tracking systems. Combinations of two or more of these ball tracking systems can also be used. The coordinates can be, for example, basic X, Y, Z coordinates of the golf ball in 3D space that are generated by the ball tracking system(s). The computer system can be a local computer system or a network computer system, for example within a cloud server system, or a combination of local and networked computer systems. The computer system also receives driving range information such as physical range dimensions, aim point coordinates, and/or other information concerning the driving range. The monitor can be any of a wide variety of viewable displays that are configured to display images to a user, including one or more video screens, user wearable displays such as 3D visors or glasses, and/or any other desired image display device or combination of such devices. [0042] The computer system can include one or more components that are used to implement the 3D tracking and game play functionality described herein. For example, these components can be implemented as one or more software modules that are executed by one or more processing devices within the computer system to provide the functionality described. A digital map component can be a data storage system that stores a digital map of the virtual targets for game play along with real-world aim points associated with the driving range. This digital map can be in part based upon the driving range information. One module can be a component that applies one or more algorithms to map the 3D ball position to virtual target position(s) using the digital map from digital map component and the ball coordinates from the ball tracking system. One module can be a component that applies one or more algorithms to graphically render position of virtual targets relative to aim points using the digital map component. One component can be a module that applies one or more algorithms to graphically render in-flight 3D ball position in relation to virtual targets using the map of 3D ball position to virtual target position(s). The graphically renderings can then be combined and provided to the monitor so that it can display to the user one or more virtual targets, aim points, and shot results with respect the real and virtual objects and targets associated with the driving range and game play.
[0043] As described herein, the ball tracking system can be implemented using a variety of ball tracking equipment including radar based ball tracking systems, optical ball tracking systems, RFID (radio frequency identification) ball tracking systems, and/or other ball tracking systems. Combinations of two or more of these systems can also be used. Example ball tracking systems include, but are not limited to, those described in U.S. Patent No. 5,489,099; U.S. Patent No. 6,592,465; U.S. Patent No. 8,077,917, U.S. Published Patent Application No. 2002-0177490, U.S. Published Patent Application No. 2007-0293331, and U.S. Published Patent Application No. 2008-0139330 each of which is hereby incorporated by reference in its entirety.
[0044] FIG. 5A is a diagram of an example embodiment 500 for system components for a golf range gaming system including combined real and virtual 3D target mapping. As shown for embodiment 500, a ball tracking system 506 again provides coordinates 508 for a ball in flight to a computer system 510. The coordinates 508 can be, for example, basic Χ,Υ,Ζ coordinates of the golf ball in 3D space that are generated by the ball tracking system(s) 506. The computer system 510 can be a local computer system or a network computer system, for example within a cloud server system, or a combination of local and networked computer systems. The computer system 510 also receives driving range information 502 such as physical range dimensions, physical target and reference point coordinates, physical characteristics of the driving range, and/or other information concerning the driving range. This information can be static (for example, positions of fixed targets or reference points) or can be dynamic (for example, positions of real-world targets or reference points that are periodically projected on the surface of the range, or are moving objects). The display/monitor 504 can be any of a wide variety of viewable display systems that are configured to display images to a user, including one or more video screens, user wearable displays such as 3D visors or glasses, and/or any other desired image display device or combination of such devices.
[0045] For example embodiment 500, the computer system 510 includes one or more components 512, 514, 518, 519, 520, 522, and 524 that are used to implement the 3D tracking and game play functionality described herein. For example, one or more of these components can be implemented as one or more software modules that are executed by one or more processing devices within the computer system 510 to provide the functionality described. Digital map component 514 can be a digital target 3D mapping module that includes a data storage system that stores a digital map including location information in three dimension such as data 522 for the virtual targets for game play along with data 524 for real-world physical aim or reference points associated with the driving range. This digital map can be in part based upon the driving range information 502 including driving range dimensions and reference point Χ,Υ,Ζ coordinates and dimensions. Component 518 is a ball position mapping module that applies one or more algorithms to map the real-world ball position to virtual target position(s) in three dimensional Χ,Υ,Ζ space using the digital map from digital map component 514 and the in-flight ball coordinates 508 from the ball tracking system 506. Component 518 also determines whether a virtual target existing in 3D space has been "hit" or has been otherwise interacted with by a real-world golf shot, and reports that result to the game engine 519, which includes the combined virtual target and ball-flight rendering module 512. Component 512 is a virtual target and ball flight rendering module that applies one or more algorithms to graphically render the three dimensional X, Y,Z position of virtual targets relative to real world targets and reference points using the digital map component 514. After a ball is struck and tracked, the virtual rendering module 512 also graphically renders the ball flight, relative to both real and virtual targets and reference points. Component 519 is a game engine that uses the results reported from the ball position-mapping module 518 to determine game actions based on the tracked shot, and subsequently renders those game actions along with other game play elements. The graphical renderings provided by components 512 and 519 can then be combined and provided to display/monitor 504, for example, through a display interface 520. As such, the player is displayed images through the display/monitor 504 that show one or more virtual targets, one or more physical reference points, the in-flight golf ball locations, and shot results with respect the real and virtual objects and targets associated with the driving range and game play. The display interface 520 can be included within the computer system 510 to receive and drive display images to the monitor 504. Other variations could also be implemented, as desired.
[0046] FIG. 5B is a block diagram of an example embodiment for a computer system 510 where processing is provided in part using one or more processor(s) 532. In addition to the one or more processor(s) 532, the example computer system 510 includes one or more network interface cards (NICs) 536, one or more input/output (I/O) ports 538, one or more data storage systems 540, and one or more memory devices 534 coupled to communicate with each other through a system bus interconnect 530. The one or more data storage systems 504 can store one or more software (SW) modules 545 associated with the operation of the embodiments described herein. In operation, the one or more processors 532 execute software code and/or instructions stored within the software modules 545 to implement one or more of the functions described herein. The components of the computer system 510 can also be distributed within multiple computer systems, if desired. Further, other processing device implementations could also be utilized, as desired, to provide game play in three dimensions at a golf driving range as described herein. For example, virtual processing resources can be used where one or more components of computer system 510 are implemented as one or more virtual machines operating within one or more virtualization layers, such as hypervisors, operating within a host operating system or within multiple host systems for a network-based cloud computing system.
[0047] Other variations and embodiments can also be implemented while still taking advantage of game play in three dimensions at a golf driving range as described herein.
[0048] For one embodiment, a method is disclosed for three dimensional (3D) game play within a golf driving range including mapping one or more virtual targets in three dimensional (3D) space to one or more physical reference points within a golf driving range; concurrently displaying on a single display representations of the one or more virtual targets relative to the one or more physical reference points, the virtual targets being overlaid over physical reference points; receiving coordinates for a golf ball hit from a hitting area into a golf driving range, the coordinates being Χ,Υ,Ζ coordinates for a path of the golf ball in flight; using the coordinates to map locations of the golf ball in flight relative to the one or more virtual targets and the one or more physical reference points; concurrently displaying on a single display representations of the golf ball in flight, the one or more virtual targets, and the one or more physical reference points; and determining whether the golf ball in flight passed through or otherwise interacted with the one or more virtual targets in 3D space and adjusting one or more game actions based upon the determination.
[0049] In a further embodiment, the one or more physical reference points are located on at least one of a horizontal surface for the driving range or a vertical surface for the driving range. In another embodiment, the one or more physical reference points include a static reference point. In an additional embodiment, the one or more physical reference points include a dynamic reference point. In a further embodiment, the one or more virtual targets include a static object with respect to the one or more physical reference points. In a still further embodiment, the one or more virtual targets comprise a moving object with respect to the one or more physical reference points. [0050] In a further embodiment, the one or more virtual targets is a plurality of virtual targets, and the one or more physical reference points is a plurality of physical reference points. In another embodiment, the displaying includes displaying at least one of a perspective view of the driving range including the representations or an overhead view of the driving range including the representations. In an additional embodiment, the method includes displaying a representation of the golf ball reacting to a boundary for the one or more virtual targets. In a further embodiment, the method includes awarding points to a player based upon flight of the golf ball with respect to the one or more virtual targets. In a still further embodiment, the method includes adjusting the one or more virtual targets based upon a predetermined skill level for a player.
[0051] For another embodiment, a system is disclosed for three dimensional (3D) game play within a golf driving range including a digital map stored within a data storage system, the digital map comprising location information for one or more physical reference points in three dimensional (3D) space within a golf driving range and for one or more virtual targets with respect to the one or more physical reference points; a display; and one or more processors coupled to the display and configured to provide through the display concurrent representations of the one or more virtual targets and the one or more physical reference points. In addition, the one or more processors are further configured to receive coordinates for a golf ball hit from the hitting area into the golf driving range with the coordinates being Χ,Υ,Ζ coordinates for a path of the golf ball in flight; to map locations of the golf ball in flight to the one or more virtual targets and the one or more physical reference points; to provide through the display concurrent representations of the golf ball in flight, the one or more virtual targets, and the one or more physical reference points; and to determine whether the golf ball in flight passed through or otherwise interacted with the one or more virtual targets in 3D space and to adjust one or more game actions based upon the determination.
[0052] In a further embodiment, the one or more physical reference points are located on at least one of a horizontal surface for the driving range or a vertical surface for the driving range. In another embodiment, the one or more physical reference points include a static reference point. In additional embodiment, the one or more physical reference points include a dynamic reference point. In a further embodiment, the one or more virtual targets include a static object with respect to the one or more physical reference points. In a still further embodiment, the one or more virtual targets include a moving object with respect to the one or more physical reference points.
[0053] In a further embodiment, the one or more virtual targets is a plurality of virtual targets, and the one or more physical reference points is a plurality of physical reference points. In another embodiment, the representations are provided within at least one of a perspective view of the driving range or an overhead view of the driving range. In an additional embodiment, the one or more processors is further configured to provide through the display representations of reactions of the golf ball with a boundary for the one or more virtual targets. In a further embodiment, the one or more processors is further configured to award points to a player based upon flight of the golf ball with respect to the one or more virtual targets. In a still further embodiment, the one or more processors is further configured to adjust the one or more virtual targets based upon a predetermined skill level for a player.
[0054] It is further noted that the functional blocks, systems, devices, and/or circuitry described herein can be implemented using hardware, software, or a combination of hardware and software. In addition, one or more processing devices (e.g., central processing units (CPUs), controllers, microcontrollers, microprocessors, hardware accelerators, processors, programmable integrated circuitry, FPGAs (field programmable gate arrays), ASICs (application specific integrated circuits), and/or other processing devices) executing software and/or firmware instructions can be used to implement the disclosed embodiments. Virtual processing environments can also be used, for example, where one or more processing devices provide a virtualization layer in which one or more virtual machines operate to provide disclosed functionality. It is further understood that one or more of the operations, tasks, functions, or methodologies described herein can be implemented, for example, as software, firmware and/or other program instructions that are embodied in one or more non-transitory tangible computer-readable mediums (e.g., data storage devices, flash memory, random access memory, read only memory, programmable memory devices, reprogrammable storage devices, hard drives, floppy disks, DVDs, CD-ROMs, and/or any other tangible data storage medium) and that are executed by one or more processing devices (e.g., central processing units (CPUs), controllers, microcontrollers, microprocessors, hardware accelerators, processors, programmable integrated circuitry, FPGAs (field programmable gate arrays), ASICs (application specific integrated circuits), and/or other processing devices) to perform the operations, tasks, functions, or methodologies described herein.
[0055] Further modifications and alternative embodiments of this invention will be apparent to those skilled in the art in view of this description. It will be recognized, therefore, that the present invention is not limited by these example arrangements. Accordingly, this description is to be construed as illustrative only and is for the purpose of teaching those skilled in the art the manner of carrying out the invention. It is to be understood that the forms of the invention herein shown and described are to be taken as the presently preferred embodiments. Various changes may be made in the implementations and architectures. For example, equivalent elements may be substituted for those illustrated and described herein, and certain features of the invention may be utilized independently of the use of other features, all as would be apparent to one skilled in the art after having the benefit of this description of the invention.

Claims

Claims What is claimed is:
1. A method for three dimensional (3D) game play within a golf driving range, comprising mapping one or more virtual targets in three dimensional (3D) space to one or more physical reference points within a golf driving range;
concurrently displaying on a single display representations of the one or more virtual targets relative to the one or more physical reference points, the virtual targets being overlaid over physical reference points;
receiving coordinates for a golf ball hit from a hitting area into a golf driving range, the coordinates being X, Y,Z coordinates for a path of the golf ball in flight; using the coordinates to map locations of the golf ball in flight relative to the one or more virtual targets and the one or more physical reference points;
concurrently displaying on a single display representations of the golf ball in flight, the one or more virtual targets, and the one or more physical reference points; and determining whether the golf ball in flight passed through or otherwise interacted with the one or more virtual targets in 3D space and adjusting one or more game actions based upon the determination.
2. The method of claim 1, wherein the one or more physical reference points are located on at least one of a horizontal surface for the driving range or a vertical surface for the driving range.
3. The method of claim 1, wherein the one or more physical reference points comprise a static reference point.
4. The method of claim 1, wherein the one or more physical reference points comprise a dynamic reference point.
5. The method of claim 1, wherein the one or more virtual targets comprise a static object with respect to the one or more physical reference points.
6. The method of claim 1, wherein the one or more virtual targets comprise a moving object with respect to the one or more physical reference points.
7. The method of claim 1, wherein the one or more virtual targets is a plurality of virtual targets and wherein the one or more physical reference points is a plurality of physical reference points.
8. The method of claim 1, wherein the displaying comprises displaying at least one of a perspective view of the driving range including the representations or an overhead view of the driving range including the representations.
9. The method of claim 1, further comprising displaying a representation of the golf ball reacting to a boundary for the one or more virtual targets.
10. The method of claim 1, further comprising awarding points to a player based upon flight of the golf ball with respect to the one or more virtual targets.
11. The method of claim 1, further comprising adjusting the one or more virtual targets based upon a predetermined skill level for a player.
12. A system for three dimensional (3D) game play within a golf driving range, comprising
a digital map stored within a data storage system, the digital map comprising location
information for one or more physical reference points in three dimensional (3D) space within a golf driving range and for one or more virtual targets with respect to the one or more physical reference points;
a display; and
one or more processors coupled to the display and configured to provide through the display concurrent representations of the one or more virtual targets and the one or more physical reference points;
wherein the one or more processors are further configured to receive coordinates for a golf ball hit from a hitting area into the golf driving range with the coordinates being X, Y,Z coordinates for a path of the golf ball in flight; to map locations of the golf ball in flight to the one or more virtual targets and the one or more physical reference points; to provide through the display concurrent representations of the golf ball in flight, the one or more virtual targets, and the one or more physical reference points; and to determine whether the golf ball in flight passed through or otherwise interacted with the one or more virtual targets in 3D space and to adjust one or more game actions based upon the determination.
13. The system of claim 12, wherein the one or more physical reference points are located on at least one of a horizontal surface for the driving range or a vertical surface for the driving range.
14. The system of claim 12, wherein the one or more physical reference points comprise a static reference point.
15. The system of claim 12, wherein the one or more physical reference points comprise a dynamic reference point.
16. The system of claim 12, wherein the one or more virtual targets comprise a static object with respect to the one or more physical reference points.
17. The system of claim 12, wherein the one or more virtual targets comprise a moving object with respect to the one or more physical reference points.
18. The system of claim 12, wherein the one or more virtual targets is a plurality of virtual targets and wherein the one or more physical reference points is a plurality of physical reference points.
19. The system of claim 12, wherein the representations are provided within at least one of a perspective view of the driving range or an overhead view of the driving range.
20. The system of claim 12, wherein the one or more processors is further configured to provide through the display representations of reactions of the golf ball with a boundary for the one or more virtual targets.
21. The system of claim 12, wherein the one or more processors is further configured to award points to a player based upon flight of the golf ball with respect to the one or more virtual targets.
22. The system of claim 12, wherein the one or more processors is further configured to adjust the one or more virtual targets based upon a predetermined skill level for a player.
PCT/US2016/021300 2015-03-30 2016-03-08 Systems and methods for game play in three dimensions at a golf driving range WO2016160284A1 (en)

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