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Sensory Stimulus Management in Head Mounted Display
| Content Provider | The Lens |
|---|---|
| Related Links | https://www.lens.org/lens/patent/009-645-044-830-408/frontpage |
| Language | English |
| Publisher Date | 2019-10-30 |
| Access Restriction | Open |
| Alternative Title | Handhabung Sensorischer Reize in Einem Head-mounted-display Gestion D'un Stimulus Sensoriel Dans Un Visiocasque |
| Content Type | Text |
| Resource Type | Patent |
| Date Applied | 2015-07-20 |
| Agent | D Young & Co Llp |
| Applicant | Sony Interactive Entertainment Inc |
| Application No. | 15747672 |
| Claim | A method for execution on a processor, comprising: identifying (962) a game state of a game being executed for display on a head mounted display (HMD), the game state including a location in a virtual world of an avatar controlled by a user wearing the HMD; obtaining user intensity ratings from user play of the game, the user intensity ratings representing a level of sensory stimulus presented to users during the user play of the game via an HMD of the respective users, wherein the user intensity ratings are received from users that enter a subjective rating of an intensity being delivered by the game at different times during the user play, determining (964) a game intensity value for said game state based on the obtained user intensity ratings, wherein the level of sensory stimulus for the game is corresponded to intensity game areas (602) having game intensity values determined from the intensity ratings collected from said user play of the game; wherein the intensity game areas are defined using a statistical analysis of the intensity ratings by identifying clusters including a high concentration of intensity ratings; and presenting (966) the game intensity value to the HMD for rendering during execution of the game before the user enters one of said intensity game areas during play of the game, the game intensity value being indicative of likely discomfort for increased game intensity values, the game intensity value rendered as one or more of a game intensity bar, or a numerical value, or a sound, or a verbal output, or a color selected from a plurality of colors associated with respective game intensity values. The method as recited in claim 1, wherein the user intensity ratings are based on one or more of current game level, or user play history, or user age, or rate of user input for the game state. The method as recited in claim 1, wherein determining the game intensity value further includes: identifying one or more of game developer intensity settings for the game state based on type of game activity taking place in the game. The method as recited in claim 1, wherein determining the game intensity value further includes: calculating a weighted average of parameters related to intensity inputs entered by users, physical responses of users while playing the game, current game level, user play history, user age, rate of user input for the game state, game developer intensity settings for the game state, or type of game activity taking place. The method as recited in claim 1, wherein the game state includes an activity being performed in the game by the avatar. The method as recited in claim 1, wherein a view presented on the display of the HMD includes a virtual reality scene presented in 3D. A head mounted display (HMD) comprising: a head attachment portion; a viewing module, coupled to the head attachment portion, for rendering image content; a communications module; and a processor configured to execute a game, wherein the processor is configured to perform the method of claim 1. The head mounted display as recited in claim 8, further including: one or more speakers, wherein the processor is further configured to adjust sound output through the one or more speakers based on the game intensity value. A system including a head mounted display (HMD) and a computer, the computer being interfaced with the HMD, comprising: means for identifying a game state of a game being executed for display on the head mounted display (HMD), the game state including a location in a virtual world of an avatar controlled by a user wearing the HMD; means for obtaining user intensity ratings from user play of the game, the user intensity ratings representing a level of sensory stimulus presented to users during the user play of the game via an HMD of the respective users, wherein the user intensity ratings are received from users that enter a subjective rating of an intensity being delivered by the game at different times during the user play, means for determining a game intensity value for said game state based on the obtained user intensity ratings, wherein the level of sensory stimulus for the game is corresponded to intensity game areas (602) having game intensity values determined from the intensity ratings collected from said user play of the game; wherein the intensity game areas are defined using a statistical analysis of the intensity ratings by identifying clusters including a high concentration of intensity ratings; and means for presenting the game intensity value to the HMD for rendering during execution of the game before the user enters one of said intensity game areas during play of the game, the game intensity value being indicative of likely discomfort for increased game intensity values, the game intensity value rendered as one or more of a game intensity bar, or a numerical value, or a sound, or a verbal output, or a color selected from a plurality of colors associated with respective game intensity values. The system of claim 9, wherein the user intensity ratings are based on one or more of current game level, or user play history, or user age, or rate of user input for the game state. The system of claim 9, wherein the means for determining the game intensity value further includes: means for identifying one or more of game developer intensity settings for the game state based on type of game activity taking place in the game. The system of claim 9, wherein means for determining the game intensity value further includes: means for calculating a weighted average of parameters related to intensity inputs entered by users, physical responses of users while playing the game, current game level, user play history, user age, rate of user input for the game state, game developer intensity settings for the game state, or type of game activity taking place. The system of claim 9, wherein the game state includes an activity being performed in the game by the avatar. |
| CPC Classification | CARD; BOARD; OR ROULETTE GAMES;INDOOR GAMES USING SMALL MOVING PLAYING BODIES;VIDEO GAMES;GAMES NOT OTHERWISE PROVIDED FOR IMAGE DATA PROCESSING OR GENERATION; IN GENERAL OPTICAL ELEMENTS; SYSTEMS OR APPARATUS ELECTRIC DIGITAL DATA PROCESSING |
| Extended Family | 188-001-603-513-407 168-558-420-906-382 129-783-271-472-061 069-609-987-893-234 169-991-042-641-076 030-608-468-470-90X 012-384-857-709-440 166-000-231-997-099 176-896-716-304-374 161-005-860-668-969 136-615-999-922-45X 144-331-039-686-176 199-126-517-523-658 009-645-044-830-408 |
| Patent ID | 3177376 |
| Inventor/Author | Mao Xiaodong |
| IPC | A63F13/211 A63F13/213 A63F13/49 A63F13/53 A63F13/67 A63F13/822 |
| Status | Active |
| Owner | Sony Interactive Entertainment Inc. |
| Simple Family | 188-001-603-513-407 168-558-420-906-382 129-783-271-472-061 069-609-987-893-234 030-608-468-470-90X 169-991-042-641-076 012-384-857-709-440 166-000-231-997-099 176-896-716-304-374 161-005-860-668-969 144-331-039-686-176 136-615-999-922-45X 199-126-517-523-658 009-645-044-830-408 |
| CPC (with Group) | A63F13/211 A63F13/213 A63F13/49 A63F13/53 A63F13/67 A63F13/822 G06T19/006 G02B27/0172 G06F3/048 A63F13/355 A63F13/825 G02B2027/0178 |
| Issuing Authority | United States Patent and Trademark Office (USPTO) |
| Kind | Patent/Patent 1st level of publication/Inventor's certificate |