U.S. patent application number 10/951122 was filed with the patent office on 2005-02-24 for systems and methods for digital entertainment.
This patent application is currently assigned to Color Kinetics, Incorporated. Invention is credited to Davis, Ian Lane, Dowling, Kevin J., Lys, Ihor A., Mueller, George G..
Application Number | 20050041161 10/951122 |
Document ID | / |
Family ID | 46280137 |
Filed Date | 2005-02-24 |
United States Patent
Application |
20050041161 |
Kind Code |
A1 |
Dowling, Kevin J. ; et
al. |
February 24, 2005 |
Systems and methods for digital entertainment
Abstract
Entertainment-based methods and apparatus involving a video
display facility and a lighting facility. In one example, lighting
effects generated by the lighting facility are automatically
coordinated with the video display facility. In another example,
the lighting effects generated by the lighting facility are
automatically coordinated with a video signal provided to the video
display facility.
Inventors: |
Dowling, Kevin J.;
(Westford, MA) ; Davis, Ian Lane; (North Andover,
MA) ; Mueller, George G.; (Boston, MA) ; Lys,
Ihor A.; (Milton, MA) |
Correspondence
Address: |
LOWRIE, LANDO & ANASTASI
RIVERFRONT OFFICE
ONE MAIN STREET, ELEVENTH FLOOR
CAMBRIDGE
MA
02142
US
|
Assignee: |
Color Kinetics,
Incorporated
Boston
MA
|
Family ID: |
46280137 |
Appl. No.: |
10/951122 |
Filed: |
September 27, 2004 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
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10951122 |
Sep 27, 2004 |
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10045604 |
Oct 23, 2001 |
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10951122 |
Sep 27, 2004 |
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09213607 |
Dec 17, 1998 |
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10951122 |
Sep 27, 2004 |
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09213189 |
Dec 17, 1998 |
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6459919 |
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10951122 |
Sep 27, 2004 |
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09213581 |
Dec 17, 1998 |
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10951122 |
Sep 27, 2004 |
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09213540 |
Dec 17, 1998 |
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6720745 |
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10951122 |
Sep 27, 2004 |
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09333739 |
Jun 15, 1999 |
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10951122 |
Sep 27, 2004 |
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Jul 27, 2000 |
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Sep 27, 2004 |
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09742017 |
Dec 20, 2000 |
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Dec 20, 2000 |
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Dec 17, 1998 |
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10045604 |
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09815418 |
Mar 22, 2001 |
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6577080 |
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Mar 22, 2001 |
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09213548 |
Dec 17, 1998 |
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6166496 |
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10045604 |
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Jul 14, 2000 |
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Dec 17, 1998 |
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Current U.S.
Class: |
348/739 |
Current CPC
Class: |
A63F 2300/302 20130101;
F21V 33/0052 20130101; A63F 13/28 20140902; A61N 2005/0651
20130101; A61N 5/06 20130101; H05B 47/155 20200101; A63F 2300/8082
20130101; A63F 13/285 20140902; A63F 2300/1037 20130101; A61N
5/0624 20130101 |
Class at
Publication: |
348/739 |
International
Class: |
F21V 033/00 |
Claims
1. In a system including a video display facility and a lighting
facility, a method of providing lighting effects with a video
display, comprising: automatically coordinating lighting effects
generated by the lighting facility with a video signal provided to
the video display facility.
2. The method of claim 1 wherein the lighting facility is adapted
to generate colors within a color spectrum.
3. The method of claim 1 wherein the lighting facility comprises an
LED.
4. The method of claim 3 wherein the lighting facility comprises a
color-controllable LED lighting facility.
5. The method of claim 1 wherein the lighting facility is
integrated into the video display facility.
6. The method of claim 5 wherein the integrated lighting facility
is positioned to project lighting effects behind the video display
facility.
7. The method of claim 6 wherein the projected light is directed to
illuminate a wall.
8. The method of claim 1 wherein the lighting facility is
integrated into an audio facility.
9. The method of claim 8 wherein the audio facility includes at
least one speaker.
10. The method of claim 8 wherein the integrated lighting facility
is positioned to project lighting effects behind the audio
facility.
11. The method of claim 10 wherein the projected light is directed
to illuminate a wall.
12. The method of claim 1 wherein the video display facility
comprises a television.
13. The method of claim 1 wherein the coordination is accomplished
at least in part through interpreting the video signal.
14. The method of claim 1 wherein the coordination is accomplished
through the use of a combined signal.
15. The method of claim 15 wherein the combined signal includes
lighting control information and video information.
16. In a system including a video display facility and a lighting
facility, a method of providing lighting effects with a video
display, comprising: automatically coordinating lighting effects
generated by the lighting facility with the video display
facility.
17. The method of claim 16 wherein the lighting facility is adapted
to generate colors within a color spectrum.
18. The method of claim 16 wherein the lighting facility comprises
an LED.
19. The method of claim 18 wherein the lighting facility comprises
a color-controllable LED lighting facility.
20. The method of claim 16 wherein the lighting facility is
integrated into the video display facility.
21. The method of claim 20 wherein the integrated lighting facility
is positioned to project lighting effects behind the video display
facility.
22. The method of claim 21 wherein the projected light is directed
to illuminate a wall.
23. The method of claim 16 wherein the lighting facility is
integrated into an audio facility.
24. The method of claim 23 wherein the audio facility includes at
least one speaker.
25. The method of claim 23 wherein the integrated lighting facility
is positioned to project lighting effects behind the audio
facility.
26. The method of claim 25 wherein the projected light is directed
to illuminate a wall.
27. The method of claim 16 wherein the video display facility
comprises a television.
28. The method of claim 16 wherein the coordination is accomplished
at least in part through interpreting a video signal supplied to
the video display facility.
29. The method of claim 16 wherein the coordination is accomplished
through the use of a combined signal.
30. The method of claim 29 wherein the combined signal includes
lighting control information and video information.
31. An entertainment facility, comprising: a video display facility
and a lighting facility; and a coordination facility adapted to
automatically coordinate lighting effects generated by the lighting
facility with a video signal provided to the video display
facility.
32. The facility of claim 31 wherein the lighting facility is
adapted to generate colors within a color spectrum.
33. The facility of claim 31 wherein the lighting facility
comprises an LED.
34. The facility of claim 33 wherein the lighting facility
comprises a color-controllable LED lighting facility.
35. The facility of claim 31 wherein the lighting facility is
integrated into the video display facility.
36. The facility of claim 35 wherein the integrated lighting
facility is positioned to project lighting effects behind the video
display facility.
37. The facility of claim 36 wherein the projected light is
directed to illuminate a wall.
38. The facility of claim 31 wherein the lighting facility is
integrated into an audio facility.
39. The facility of claim 38 wherein the audio facility includes at
least one speaker.
40. The facility of claim 38 wherein the integrated lighting
facility is positioned to project lighting effects behind the audio
facility.
41. The facility of claim 40 wherein the projected light is
directed to illuminate a wall.
42. The facility of claim 31 wherein the video display facility
comprises a television.
43. The facility of claim 31 wherein the coordination is
accomplished at least in part through interpreting the video
signal.
44. The facility of claim 31 wherein the coordination is
accomplished through the use of a combined signal.
45. The facility of claim 44 wherein the combined signal includes
lighting control information and video information.
46. An entertainment facility, comprising: a video display facility
and a lighting facility; and Is a coordination facility adapted to
automatically coordinate lighting effects generated by the lighting
facility with the video display facility.
47. The facility of claim 46 wherein the lighting facility is
adapted to generate colors within a color spectrum.
48. The facility of claim 46 wherein the lighting facility
comprises an LED.
49. The facility of claim 48 wherein the lighting facility
comprises a color-controllable LED lighting facility.
50. The facility of claim 46 wherein the lighting facility is
integrated into the video display facility.
51. The facility of claim 50 wherein the integrated lighting
facility is positioned to project lighting effects behind the video
display facility.
52. The facility of claim 51 wherein the projected light is
directed to illuminate a wall.
53. The facility of claim 46 wherein the lighting facility is
integrated into an audio facility.
54. The facility of claim 53 wherein the audio facility includes at
least one speaker.
55. The facility of claim 53 wherein the integrated lighting
facility is positioned to project lighting effects behind the audio
facility.
56. The facility of claim 55 wherein the projected light is
directed to illuminate a wall.
57. The facility of claim 46 wherein the video display facility
comprises a television.
58. The facility of claim 46 wherein the coordination is
accomplished at least in part through interpreting a video signal
supplied to the video display facility.
59. The facility of claim 46 wherein the coordination is
accomplished through the use of a combined signal.
60. The facility of claim 59 wherein the combined signal includes
lighting control information and video information.
Description
CROSS REFERENCE TO RELATED APPLICATIONS
[0001] This application claims the benefit under 35 U.S.C.
.sctn.120 as a continuation (CON) of U.S. Non-provisional
application Ser. No. 10/045,604, filed Oct. 23, 2001, entitled
"Systems and Methods for Digital Entertainment."
[0002] Ser. No. 10/045,604 in turn claims the benefit under 35
U.S.C. .sctn.119(e) of the following United States provisional
patent applications:
[0003] Ser. No. 60/243,250, filed Oct. 25, 2000, entitled
"Illumination of Liquids;"
[0004] Ser. No. 60/262,153, filed Jan. 17, 2001, entitled
"Information Systems;"
[0005] Ser. No. 60/242,484, filed Oct. 23, 2000, entitled "Systems
and Methods for Digital Entertainment;"
[0006] Ser. No. 60/262,022, filed Jan. 16, 2001, entitled "Color
Changing LCD Screens;"
[0007] Ser. No. 60/268,259, filed Feb. 13, 2001, entitled
"LED-Based Lighting Systems and Methods for Vehicles;" and
[0008] Ser. No. 60/277,911, filed Mar. 22, 2001, entitled "Systems
and Methods for Digital Entertainment."
[0009] Ser. No. 10/045,604 also claims the benefit under 35 U.S.C.
.sctn.120 as a continuation-in-part (CIP) of the following United
States Patent Applications:
[0010] Ser. No. 09/213,607, filed Dec. 17, 1998, entitled "Systems
and Methods for Sensor-Responsive Illumination;"
[0011] Ser. No. 09/213,189, filed Dec. 17, 1998, entitled
"Precision Illumination Methods and Systems," now U.S. Pat. No.
6,459,919;
[0012] Ser. No. 09/213,581, filed Dec. 17, 1998, entitled "Kinetic
Illumination Methods and Systems;"
[0013] Ser. No. 09/213,540, filed Dec. 17, 1998, entitled "Data
Delivery Track," now U.S. Pat. No. 6,720,745
[0014] Ser. No. 09/333,739, filed Jun. 15, 1999, entitled "Diffuse
Illumination Methods and Systems;"
[0015] Ser. No. 09/626,905, filed Jun. 27, 2000, entitled
"Illumination Components," now U.S. Pat. No. 6,340,868, issued Jan.
22, 2002;
[0016] Ser. No. 09/742,017, filed Dec. 20, 2000, entitled "Lighting
Entertainment System," which is a continuation of U.S. Ser. No.
09/213,548, filed Dec. 17, 1998, now U.S. Pat. No. 6,166,496,
issued Dec. 26, 2000;
[0017] Ser. No. 09/815,418, filed Mar. 22, 2001, entitled "Lighting
Entertainment System," now U.S. Pat. No. 6,577,080, which also is a
continuation of U.S. Ser. No. 09/213,548, filed Dec. 17, 1998, now
Patent No. 6,166,496, issued Dec. 26, 2000;
[0018] Ser. No. 09/616,214, filed Jul. 14, 2000, entitled "Systems
and Methods for Authoring Lighting Sequences;"
[0019] Ser. No. 09/805,368, filed Mar. 13, 2001, entitled "Light
Emitting Diode Based Products;"
[0020] Ser. No. 09/805,590, filed Mar. 13, 2001, entitled "Light
Emitting Diode Based Products;"
[0021] Ser. No. 09/917,246, entitled "Systems and Methods for Color
Changing Device and Enclosure," filed Jul. 27, 2001;
[0022] Ser. No. 09/923,223, entitled "Ultraviolet Light Emitting
Diode Systems and Methods," filed Aug. 6, 2001;
[0023] Ser. No. 09/886,958, entitled "Method and Apparatus for
Controlling a Lighting System in Response to an Audio Input," filed
Jun. 21, 2001; and
[0024] Ser. No. 09/215,624, filed Dec. 17, 1998, entitled "Smart
Light Bulb," now U.S. Pat. No. 6,528,954, which in turn claims the
benefit under 35 U.S.C. .sctn. 119(e) of the following U.S.
Provisional applications:
[0025] Ser. No. 60/071,281, filed Dec. 17, 1997, entitled
"Digitally Controlled Light Emitting Diodes Systems and
Methods;"
[0026] Ser. No. 60/068,792, filed Dec. 24, 1997, entitled
"Multi-Color Intelligent Lighting;"
[0027] Ser. No. 60/078,861, filed Mar. 20, 1998, entitled "Digital
Lighting Systems;"
[0028] Ser. No. 60/079,285, filed Mar. 25, 1998, entitled "System
and Method for Controlled Illumination;" and
[0029] Ser. No. 60/090,920, filed Jun. 26, 1998, entitled "Methods
for Software Driven Generation of Multiple Simultaneous High Speed
Pulse Width Modulated Signals."
[0030] Each of the foregoing applications is hereby incorporated
herein by reference.
BACKGROUND
[0031] Computer games are well known, wherein one or more users
interact with a computer to play a game, typically involving use of
a control device, such as a mouse, joystick or keypad, to move
objects that appear on a display screen to accomplish objectives of
the game. There are many types of games, including first-person
games shooting, strategy games, war games, fighting games, puzzles,
and many others. Computer games are played on or use many devices,
including televisions, consoles, PDAs, handheld game devices,
personal and laptop computers, and others. Some games are run on
standalone computers, while others employ networks, such as the
Internet and World Wide Web.
[0032] The marketplace for computer games is very competitive, and
improvements to games are actively sought. Past improvements
include enhancements to the graphical or sound quality of games,
improvements to systems that run games, such as processing speeds,
and introduction of innovative game types. A need exists for
further improvements of the computer game experience, including
enhancements that take advantage of characteristics of the
environment of the game user.
SUMMARY
[0033] The present disclosure sets forth improvements to computer
games and other computer applications through the coordinated
control of lighting systems that illuminate the environment of the
user in coordination with the play of a game or the use of an
application. In embodiments, the lighting systems disclosed herein
change the illumination of the user's real world environment in
coordination with events, attributes and objects of a computer
game.
[0034] In an embodiment there is disclosed a system for imparting
information using a lighting system. The system includes a
computing device including a video display; a lighting system in
communication with the computing device for producing illumination;
and a software application for dynamically controlling the
illumination in response to or in coordination with information
presented on the video display so as to impart information to a
user. The software application can include a game and/or objects
and may allow for relation of a portion of the lighting system to
an object. The information provided by the illumination system can
relate to an attribute of an object. The software application can
be controlled by a second software application which can also
include a game.
[0035] In an embodiment, the lighting system can include an LED
and/or can include a screen upon which the illumination is
projected. This screen can be a cabana. The computing system may
also include a video game console.
[0036] In an embodiment, the information provided by the lighting
system can be different from the information provided on the video
display, either by being additive to the information provided on
the video display, or duplicative of the information provided on
the video display but in a different form. In an embodiment, the
video display could provide no information.
[0037] In an embodiment there is disclosed a system for controlling
a lighting system comprising: lighting system including a lighting
fixture, the lighting system in communication with a computing
device; and a software application including a software object
operating in conjunction with the computing device; wherein, the
software application attaches the control of the lighting fixture
to the software object. The software application may include a game
and the software object may comprise an object in the game. The
system could also include a library of effects for use with the
lighting system.
[0038] In an embodiment there is disclosed a screen for use with a
lighting system comprising; a frame designed to be placed in
proximity to the user of a computing system and; a material mounted
on the frame; wherein the material is arranged in a manner so as to
be able to reflect illumination produced by a lighting system to
the user of the computing system. This screen may be shaped to form
a cabana and/or a portion of a sphere and/or may be formed so as to
be repeatedly assembled and disassembled. Further, the computing
system may include a video display and the frame may be designed to
be placed to at least partially enclose the video display, be
placed behind the video display relative to the user, and/or at
least partially encloses the computing system and the user.
[0039] In an embodiment the screen could further include a mounting
bar for the attachment of lighting fixtures to the screen. The
mounting bar may be arranged so that the lighting fixtures have a
fixed point of attachment to the mounting bar. The mounting bar may
alternatively or additively be arranged so that fixtures have a
fixed point of projection onto the screen when attached to the
mounting bar. Those lighting fixtures may comprise at least a
portion of the lighting system.
[0040] In an embodiment there is disclosed a software application
for use on a computing device comprising: computer code for
generating a computer game on a computing device; and computer code
for controlling a lighting system in communication with the
computing device.
[0041] In another embodiment there is disclosed a method for
visualizing the relative location of virtual objects within a
virtual environment comprising: having a computing device;
generating a virtual environment on the computing device, the
virtual environment containing a plurality of virtual objects;
associating with a virtual object, the illumination from a lighting
fixture; and visualizing the relative location of the virtual
object by the positioning of the illumination. The visualizing may
include the position of the illumination corresponding to the
position of the lighting fixture or the position of the
illumination corresponding to the position on a surface which is
illuminated by the illumination. The position on the surface may
perform at least one of the following: reflection of the
illumination, refraction of the illumination, absorption and
reemission of the illumination.
[0042] In another embodiment there is disclosed a method for
enhancing the play of a computer game comprising: providing to a
user a lighting system; providing to the user software for
controlling the lighting system, the software being capable of
interfacing with a computer game; and allowing the user to use the
software to control the lighting system in a manner that enhances
the play of the computer game.
[0043] In another embodiment there is disclosed a lighting system
for use with a software application comprising: at least one
lighting fixture; and a computer application compatible with the
software application, the computer application allowing for the
software application to provide information to a user through
illumination generated by the lighting fixture. The computer
application may include computer software and/or computer hardware.
The lighting fixture may include an LED and/or may be one of a
plurality of networked lighting fixtures. The lighting system may
further include a mounting apparatus for holding the lighting
fixture and/or a surface for the reflection of illumination.
[0044] In a still further embodiment there is disclosed a method
for allowing a software developer to include control of a lighting
system within a software application comprising: providing a
lighting system substantially similar to one provided to a user to
a software developer; and providing an interface for allowing the
lighting system to communicate with a computing device to a
software developer; wherein the software developer can use the
interface to include control for the lighting system within a
software application. There can also be provided a library of
prebuilt effects that can be used to generate a particular lighting
effect on the lighting system to the software developer.
BRIEF DESCRIPTION OF DRAWINGS
[0045] The foregoing and other objects and advantages of the
invention will be appreciated more fully from the following further
description thereof, with reference to the accompanying drawings,
wherein:
[0046] FIG. 1 shows a computer user with an embodiment of a
lighting system.
[0047] FIG. 2 shows an embodiment of a cabana for use with a
lighting system.
[0048] FIG. 3 shows an embodiment of a video display with a
lighting system built in for displaying illumination indirectly to
a user.
[0049] FIG. 4 shows an embodiment of speakers with a lighting
system built in.
[0050] FIG. 5 shows an embodiment of a lighting system which could
be used herein.
[0051] FIG. 6 shows an embodiment of a video display with a
lighting system built in for displaying illumination directly to a
user.
[0052] FIG. 7 shows a flow diagram for a method of coordinating
illumination of an environment with execution of content of a
computer application.
[0053] FIG. 8 shows a flow diagram for a method of adding lighting
as an instance of an object-oriented programming technique used to
code a computer game.
[0054] FIG. 9 shows a flow diagram for a method of mapping real
world lights and virtual lights to facilitate the coordinated
control of lighting with the execution of a computer
application.
[0055] FIG. 10 shows the schematic of a system for storing files
for the coding of an application for control of lighting in
coordination with execution of a computer game.
[0056] FIG. 1I shows a file structure for a configuration file for
a method depicted in connection with FIG. 9.
[0057] FIG. 12 shows a flow diagram for creation and use of a
configuration file for coordinated illumination.
[0058] FIG. 13 shows an embodiment of coordinated illumination
wherein a portion of a real world environment is lit by an array of
light emitting diodes.
[0059] FIG. 14 shows a flow diagram for mapping of house lights to
lights in a virtual lighting environment.
[0060] FIG. 15 shows a flow diagram for coordinated control of real
world lights that are mapped to lights in a virtual lighting
environment.
[0061] FIG. 16 shows a system for coordinating lighting with a
computer application for simulating an architectural project.
DETAILED DESCRIPTION
[0062] To provide an overall understanding of the invention,
certain illustrative embodiments will now be described, including
various applications for programmable LED's and LED lighting
systems. However, it will be understood by those of ordinary skill
in the art that the methods and systems described herein may be
suitably adapted to other environments where programmable lighting
may be desired, and embodiments described herein may be suitable to
non-LED based lighting. The descriptions below focus primarily on
using LED lighting systems for enhancement of computer games as
that term would be understood by one of skill in the art. In
particular, the below embodiments focus primarily on a "first
person" type of interactive game involving space battles where the
software controlling the game is present on a user's computer, for
example installed on the user's hard drive or on a CD ROM or other
storage media controlled by the user. One example of such a
computer game is produced by Mad Dog software under the title "Star
Trek: Armada." This type of computer game represents only one type
of computer game with which the below described systems and methods
can be used. One of skill in the art would readily see how to apply
the below-described embodiments to other types of computer games.
Further these games need not be present on the user's computer but
could be run off of a network such as, but not limited to, the
World Wide Web, the Internet, or any extranet or intranet network,
or could be console-type or video-parlor-type computer or video
games. In addition, one of skill in the art would understand that
the embodiments described below could be used in conjunction with
any type of computer software that need not be a game, but of any
type of computer application. Further, the user need not be
operating a computer, but could be operating any type of computing
device, capable of running a software application that is providing
that user with information.
[0063] In computer games, there is typically a display screen
(which could be a personal computer screen, television screen,
laptop screen, handheld, gameboy screen, computer monitor, flat
screen display, LCD display, PDA screen, or other display) that
represents a virtual world of some type. There is also typically a
user in a real world environment that surrounds the display screen.
The present invention relates to computer games and their
surrounding environment.
[0064] In an embodiment of the invention described herein, the
environment of a user of a computer game includes one or more light
systems. As used herein "light systems" should be understood where
context is appropriate to comprise all light systems, including LED
systems, as well as incandescent sources, including filament lamps,
pyro-luminescent sources, such as flames, candle-luminescent
sources, such as gas mantles and carbon arc radiation sources, as
well as photo-luminescent sources, including gaseous discharges,
fluorescent sources, phosphorescence sources, lasers,
electro-luminescent sources, such as electro-luminescent lamps,
light emitting diodes, and cathode luminescent sources using
electronic satiation, as well as miscellaneous luminescent sources
including galvano-luminescent sources, crystallo-luminescent
sources, kine-luminescent sources, thermo-luminescent sources,
triboluminescent sources, sonoluminescent sources, and
radioluminescent sources. Light systems may also include
luminescent polymers capable of producing primary colors.
[0065] As used herein, the term "LED" means any system that is
capable of receiving an electrical signal and producing a color of
light in response to the signal. Thus, the term "LED" should be
understood to include light emitting diodes of all types, light
emitting polymers, semiconductor dies that produce light in
response to current, organic LEDs, electro-luminescent strips, and
other such systems. In an embodiment, an "LED" may refer to a
single light emitting diode having multiple semiconductor dies that
are individually controlled. It should also be understood that the
term "LED" does not restrict the package type of the LED. The term
"LED" includes packaged LEDs, non-packaged LEDs, surface mount
LEDs, chip on board LEDs and LEDs of all other configurations. The
term "LED" also includes LEDs packaged or associated with phosphor
wherein the phosphor may convert energy from the LED to a different
wavelength. An LED system is one type of illumination source.
[0066] The term "illuminate" should be understood to refer to the
production of a frequency of radiation by an illumination source.
The term "color" should be understood to refer to any frequency of
radiation within a spectrum; that is, a "color," as used herein,
should be understood to encompass a frequency or combination of
frequencies not only of the visible spectrum, including white
light, but also frequencies in the infrared and ultraviolet areas
of the spectrum, and in other areas of the electromagnetic
spectrum.
[0067] FIG. 5 illustrates a block diagram of one embodiment of an
illumination system 100. A processor 2 is associated with several
controllers 3. The controllers 3 control the power to the LEDs 4.
As used herein, the term processor may refer to any system for
processing electronic signals. A processor may include a
microprocessor, microcontroller, programmable digital signal
processor, other programmable device, a controller, addressable
controller, microprocessor, microcontroller, addressable
microprocessor, computer, programmable processor, programmable
controller, dedicated processor, dedicated controller, integrated
circuit, control circuit or other processor. A processor may also,
or instead, include an application specific integrated circuit, a
programmable gate array, programmable array logic, a programmable
logic device, a digital signal processor, an analog-to-digital
converter, a digital-to-analog converter, or any other device that
may be configured to process electronic signals. In addition, a
processor may include discrete circuitry such as passive or active
analog components including resistors, capacitors, inductors,
transistors, operational amplifiers, and so forth, as well as
discrete digital components such as logic components, shift
registers, latches, or any other separately packaged chip or other
component for realizing a digital function. Any combination of the
above circuits and components, whether packaged discretely, as a
chip, as a chipset, or as a die, may be suitably adapted to use as
a processor as described herein. It will further be appreciated
that the term processor may apply to an integrated system, such as
a personal computer, network server, or other system that may
operate autonomously or in response to commands to process
electronic signals such as those described herein. Where a
processor includes a programmable device such as the microprocessor
or microcontroller mentioned above, the processor may further
include computer executable code that controls operation of the
programmable device. In an embodiment, the processor 2 is a
Microchip PIC processor 12C672 and the LEDs 4 are red, green and
blue.
[0068] The controller 3 may be a pulse width modulator, pulse
amplitude modulator, pulse displacement modulator, resistor ladder,
current source, voltage source, voltage ladder, switch, transistor,
voltage controller, or other controller. The controller controls
the current, voltage or power through the LED 4. The controller
also has a signal input wherein the controller is responsive to a
signal received by the signal input. The signal input is associated
with the processor such that the processor communicates signals to
the signal input and the controller regulates the current, voltage
and or power through the LED. In an embodiment, several LEDs with
different spectral output may be used. Each of these colors may be
driven through separate controllers. The processor and controller
may be incorporated into one device. This device may power
capabilities to drive several LEDs in a string or it may only be
able to support one or a few LEDs directly. The processor and
controller may also be separate devices. By controlling the LEDs
independently, color mixing can be achieved for the creation of
lighting effects. In an embodiment, memory 6 may also be provided.
The memory 6 is capable of storing algorithms, tables, or values
associated with the control signals. The memory 6 may store
programs for controlling the LEDs 4. The memory may be memory,
read-only memory, programmable memory, programmable read-only
memory, electronically erasable programmable read-only memory,
random access memory, dynamic random access memory, double data
rate random access memory, Rambus direct random access memory,
flash memory, or any other volatile or non-volatile memory for
storing program instructions, program data, address information,
and program output or other intermediate or final results. A
program, for example, may store control signals to operate several
different colored LEDs 4. A user interface 1 may also be associated
with the processor 2. The user interface may be used to select a
program from memory, modify a program from memory, modify a program
parameter from memory, select an external signal or provide other
user interface solutions. Several methods of color mixing and pulse
width modulation control are disclosed in U.S. Pat. No. 6,016,038
"Multicolored LED Lighting Method and Apparatus," the entire
disclosure of which is incorporated by reference herein. The
processor 2 can also be addressable to receive programming signals
addressed to it.
[0069] There have been significant advances in the control of LEDs.
U.S. Patents in the field of LED control include U.S. Pat. Nos.
6,016,038, 6,150,774, and 6,166,496. U.S. patent application Ser.
No. 09/716,819 for "Systems and Methods for Generating and
Modulating Illumination Conditions" also describes, among other
things, systems and controls. The entire disclosure of all these
documents is herein incorporated by reference. In embodiments of
the invention, the lighting system may be used to illuminate a real
world environment. On such environment is shown in FIG. 1. In FIG.
1 a user (101) is using a computing device (103). The computing
device has a visual display (104). The user also has at least one
lighting fixture (105) mounted nearby. Generally the lighting
fixtures (105) will be mounted in a manner that the user (101) can
see either the illumination projected by a lighting fixture (105)
directly, or indirectly, such as by bouncing the illumination off a
surface (107). The lighting fixtures in combination comprise the
lighting system. The lighting system may be in communication with
the computing device (103) by any manner known to one of skill in
the art which can include, but is not limited to: wired
connections, cable connections, infrared (IR) connections, radio
frequency (RF) connections, any other type of connection, or any
combination of the above. In an embodiment, control may be passed
to the lighting system via a video-to-DMX device, which provides a
simple way of generating the lighting signal. Such a device may
have a video-in port and a pass-through video-out port. The device
may also have a lighting signal port where the DMX, or other
protocol data, is communicated to the lights in the room. The
device may apply an algorithm to the received video signal (e.g.
average, average of a given section or time period, max, min) and
then generate a lighting signal corresponding to the algorithm
output. For example, the device may average the signal over the
period of one second with a resultant value equal to blue light.
The device may then generate blue light signals and communicate
them to the lighting system. In an embodiment, a simple system
would communicate the same averaged signal to all of the lights in
the room, but a variant would be to communicate the average of a
portion of the signal to one portion of the room. There are many
ways of partitioning the video signal, and algorithms could be
applied to the various sections of the light system, thus providing
different inputs based on the same video signal.
[0070] In the depicted embodiment the surface (107) comprises a
screen designed to reflect light. Alternatively the surface could
be, but is not limited to, a wall or other surface upon which light
could be reflected. In another embodiment, the surface could be
designed to absorb and retransmit light, possibly at a different
frequency. For instance the surface (107) could be a screen coated
with a phosphor where illumination of a particular color could be
projected on the screen and the screen could convert the color of
the illumination and provide a different color of illumination to
the user (101). For instance the projected illumination could
primarily be in the blue, violet or ultraviolet range while the
transmitted light is more of a white.
[0071] In an embodiment, the lighting system is placed in a real
world environment (109) that includes the computing device (103)
and the user (101). The real world environment (109) could be a
room that includes a computer. The lighting system could be
arranged, for example, to light the walls, ceiling, floor or other
sections or objects in a room instead of, or in addition to
lighting the surface (107). The lighting system may include several
addressable lighting systems with individual addresses. With this
system, much like the surface (107), the illumination can be
projected so as to be visible to the user (101) either directly or
indirectly. That is a lighting fixture (105) could shine so that
the light is projected to the user without reflection, or could be
reflected, refracted, absorbed and reemitted, or in any other
manner indirectly presented to the user (101).
[0072] Referring to FIG. 7, a flow diagram 700 depicts basic steps
for providing for coordinated illumination of an environment in
conjunction with execution of a computer application such as a
game. At a step 702, the provider of the system provides for
obtaining a content signal 702 that relates to content from the
computer game. For example, the content signal may be computer code
for execution of the computer game, or a video or other signal that
comes from the computer game system for display on a television or
a monitor. At a step 704 the host establishes a system for
controlling illumination of a real world environment, such as
installing lights in a desired configuration, such as an array of
color LEDs located in the area of the user and positioned to
illuminate the surface 107 of FIG. 1. The system further includes a
processor or other element for allowing the host to change
illumination. Next, at a step 708, the user coordinates the
illumination control with the nature of the content signal obtained
at the step 702. For example, upon receiving certain code or a
certain signal from the computer game system, the illumination
system may be controlled to change the illumination in the
environment. Further detail will be provided in connection with the
embodiments described below.
[0073] The surface (107) may also include one or more colors,
figures, lines, designs, figures, pictures, photographs, textures,
shapes or other visual or graphical elements that can be
illuminated by the lighting system. The elements on the surface can
be created by textures, materials, coatings, painting, dyes,
pigments, coverings, fabrics, or other methods or mechanisms for
rendering graphical or visual effects. In embodiments, changing in
the illumination from the lighting system may create visual
effects. For example, a picture on the surface (107) may fade or
disappear, or become more apparent or reappear, based on the color
of the light from the lighting system that is rendered on the
surface (107). Thus, effects can be created on the surface (107)
not only by shining light on a plain surface, but also through the
interaction of light with the visual or graphical elements on the
surface.
[0074] In use, the illumination system can be used to provide
information to the user (101) in response to or in coordination
with the information being provided to the user (101) by the video
display (104). One example of how this can be provided is in
conjunction with the user playing a computer game on the computing
device (103). The light system may be used to create one or more
light effects in response to action on the video display (104). The
lighting effects, or illumination effects, can produce a vast
variety of effects including color-changing effects; stroboscopic
effects; flashing effects; coordinated lighting effects; lighting
effects coordinated with other media such as video or audio; color
wash where the color changes in hue, saturation or intensity over a
period of time; creating an ambient color; color fading; effects
that simulate movement such as a color chasing rainbow, a flare
streaking across a room, a sun rising, a plume from an explosion,
other moving effects; and many other effects. The effects that can
be generated are nearly limitless. Light and color continually
surround the user, and controlling or changing the illumination or
color in a space can change emotions, create atmosphere, provide
enhancement of a material or object, or create other pleasing and
or useful effects.
[0075] It is important to note that the lighting system producing
illumination in response to the information provided on the screen
allows the lighting system to describe or indicate activity that is
not represented on the screen in any way. The best example of this
is by thinking of the user (101) using the video display (104) as a
viewport into a virtual environment created by the computing device
(103). In the virtual environment, something could be behind the
user, however, the video display may only show a view in front of
the user. The user could "turn around" and see the object behind
them by rotating the viewport. Objects which are behind the user in
this virtual environment could still be objects which a user in a
real environment would be able to see because their vision is not
limited by a viewport into the real environment. The view through
the viewport, however defines a particular positioning within the
virtual world (a placement and a facing). Therefore, the lighting
system could show or indicate information about what is behind the
user. This information is still produced in coordination with what
is produced on the video display because the particular video
display defines the user's location in the virtual world. The
lighting system therefore provides information in coordination with
or in response to the video display that is not actually pictured
on the video display. In particular, it provides information that
there is something not currently in view of the viewport of the
visual display, but present in the virtual world.
[0076] In one embodiment, the lighting system may be used to extend
the area of the user's (101) vision beyond the edges of the video
display. Referring to FIG. 1, the user could be playing a game
where the user is at the controls of a starship and there are
various objects in a surrounding virtual space. The video display
could show the view out of the supposed front of the starship
showing other starships, planets, or other cosmic phenomena visible
out the front of the starship. In many games, however, the world is
not defined solely by what is in front of the starship but the user
is supposed to have a first person view into a world that surrounds
them. For instance another starship could be behind the starship
the user is piloting in the game. The illumination system could
provide indications as to locations of other objects beyond the
visual display. For example, a starship may be displayed on the
video display and the starship may appear to be irradiated with a
blue light. The blue light may be coming from a light source within
the game environment, possibly a nebula that is outside the viewing
parameters of the screen of the video display. The nebula may be
outside the upper right hand corner of the screen for instance. The
lighting system could be used to create a light source visible to
the user at the appropriate location based on the apparent
irradiation on the ship. In FIG. 1 this may be accomplished by
having a blue light reflect off surface (107) at the point
appropriate for the nebula.
[0077] The illumination can be used to extend beyond the boundaries
of the video display or the user's actual vision. For instance, in
the game world the user's starship may be being attacked from
behind. The illumination system could pass on this information to
the user by flashing lights behind the user with a red color
indicating to the user that they are being attacked from the rear.
The user sees the illumination as it passes over the user and
reflects off of the surface or other objects surrounding the user.
In this case, while there may be no indication of the rear attack
on the video display, the lighting system provides the information
to the user.
[0078] The example of a rear attack shows that a surface (107) may
be replaced or augmented by light in the entire user's environment,
or by other surfaces. The entire room or environment in which the
user is playing could be used to extend the effective viewing space
of a computer monitor. For example, a flash of light representing
an explosion could be generated behind a user to create the feeling
that the explosion actually occurred behind the user. This could
also be coordinated with sound such that the sound and light appear
to be coming from the same area of the room. Such activity can
allow for a more in-depth game playing environment. As discussed
above the user in the game may be supposed to have a "first person"
view into the game world. By surrounding the user with
illumination, the user may be able to have real world space provide
a simulation of that world outside the display on the video
display. Further a moving object could appear to leave the video
display and continue moving. For instance, the light from an
explosion could begin on the video display, and appear to race
toward and even through the user.
[0079] As discussed above, the lighting system may make use of a
surface or screen to provide a location of the user's viewing of
the projected illumination. A screen may be useful because it can
provide a set real world environment designed to allow easy control
over the illumination outside the video display. In embodiments of
this invention, there is a screen unit that is associated with the
computer and that is used to reflect color output from the light
system. In an embodiment, the screen unit is an enclosure such as a
cabana that is used to surround the display screen of a computer,
wherein the cabana reflects back color from color lights. One
embodiment of such a cabana is shown in FIG. 2. The cabana in FIG.
2 includes a frame 201 supporting fabric 203 in a rigid or semi
rigid structure such as a miniature tent. The fabric could be
selected to provide a high reflectivity and good visualization of
light. Further, the cabana having a quarter spherical shape, or
other three-dimensional shape, can allow distance to be portrayed
without use of imposed perspective. Such a design may also allow
for the placement of the surface over a standard video display. The
cabana in FIG. 2 also includes a mounting bar (205) upon which
lighting fixtures may be mounted either temporarily or permanently.
The advantage of such a mounting bar is that the cabana could be
assembled and disassembled and the lighting fixtures could be very
quickly aimed to the appropriate points on the fabric (203) even if
the assembler did not know the appropriate aiming of the lights. In
one embodiment, clips or other mounting devices can be included on
mounting bar (205) that only allow a particular installation of a
particular fixture aimed in a particular direction. Other examples
of screens and enclosures for reflecting light from the light
system are set forth in appendix A. The enclosures could be
anything from small, collapsible units, to large, even
building-sized, arrangements. Any enclosure designed to be
associated with a display screen for a computer game and to reflect
color light from a light system associated with the computer game
should be understood to be encompassed by the present disclosure.
In an embodiment of the invention, there may be a light screen
permanently associated with a computer for reflecting light that
represents an attribute of an object of a program running on the
computer. The screen could be a completely or partially enclose an
environment, such as computer surrounded by an enclosure of white
or other material. One example could be a completely enclosing
arcade game setup as is known to the art. Any number of lights
(lighting fixtures) may be used to light the screen. The one or
more lights may include several addressable lighting systems and
the projected illumination from individual lighting fixtures may be
distinct, overlapped, or both on the screen. The screen itself
could also contain lighting fixtures not aimed at the screen; for
instance, lighting fixtures could be placed on mounting bar (205)
and aimed at the user.
[0080] There are many ways that the lighting fixtures can be
arranged and lighting systems can be generated to illuminate a
surface or shine directly on the user. FIG. 3 illustrates an
embodiment where the lighting system (1404) is incorporated onto a
housing for the video display (1402). This device can be used in
place of a more complicated layout of lighting units, or it can be
used in conjunction with the other lighting units. The lighting
system (1404) can be divided up into several sections to provide
stereo or other multi-channel lighting effects around the video
display. For example, the lighting system (1404) can be divided
into three segments, right side, left side and top. A light track
could contain light control information for each of these sections
such that light of any color can be emitted from any side of the
video display (1402). This may be useful in extending the effects
from the video display (1402) onto a wall or screen behind it. For
example, if the right side of the video display is blue the
lighting on that side of the video display (1402) could also light
the wall blue. Flashes of lightning that cover the entire screen
could be flashed all around the video display (1402). If an
automobile's headlights start on the right side of the screen and
move to the left, the lighting system (1404) could follow the same
pattern.
[0081] FIG. 4 illustrates an embodiment where the lighting system
(1504) is incorporated with the speaker (1502) of a sound system.
This device can be used in place of a more complicated layout of
lighting units or it can be used in conjunction with the other
lighting units. The lighting unit (1504) can also be divided up
into sections although a large benefit from this embodiment is to
use it as a single lighting element to project the light in various
sections of the room where the user had already placed speakers.
Therefore setup of a surround sound system, as would be understood
by one of skill in the art, could also allow for the setup of a
surround light system at the same time. The benefits of this are
apparent. For example, the sound of an explosion traveling over the
user via the speaker can be complemented by the light of the
explosion traveling in the same manner.
[0082] The examples discussed above primarily relate to systems
where a real world light system in the user's environment can
generate light output that reflects, indicates, or is associated
with objects or events in the virtual environment of a computer
game. Conversely, the virtual environment can reflect events in the
real world environment, such as when the lights are coupled with
sensors, receivers, or other inputs for receiving data. For
instance, a sensor could detect that the light from a particular
fixture is being blocked, indicating the user has stood up and is
taking a break from the game and the fixtures should be powered
down to save energy, and the user's game should be paused. A wide
range of detected conditions could be used to provide input or
feedback to the game and should be understood to be encompassed
herein, for example detection of the presence of absence of the
user in room or in proximity to the display screen, biometric
characteristics of the user, such as heart rate, blood pressure,
body temperature or the like, room lighting, temperature, and sound
levels, and many others. In embodiments the detected conditions can
be used to influence the game. For example, if a user's pulse
reached a certain level, the game could alter play to provide a
less (or more) stressful set of events.
[0083] In embodiments, the light system may be associated with code
for the computer game, so that the computer game code is modified
or created to control the light system. For example,
object-oriented programming techniques can be used to attach
attributes to objects in the computer game, and the attributes can
be used to govern behavior of the real world light system. Object
oriented techniques are known in the field, and can be found in
texts such as "Introduction to Object-Oriented Programming" by
Timothy Budd, the entire disclosure of which is herein incorporated
by reference. It should be understood that other programming
techniques may also be used to direct lighting systems to
illuminate in coordination with games, object oriented programming
being one of a variety of programming techniques that would be
understood by one of ordinary skill in the art to facilitate the
methods and systems described herein.
[0084] In an embodiment, a developer can attach the light system
inputs to objects in the game. For example, the developer may have
an abstraction of a light that is added to the code construction,
or object, of a game object. An object may consist of various
attributes, such as position, velocity, color, intensity, or other
values. A developer can add light as an instance in the object in
the code of a game. For example, the game object could be a ship,
with attributes, such as position, size, velocity, etc. A light
source can be added as an instance of the object of the game, and
the light source can have attributes, such as intensity, color, and
various effects. Thus, when events occur in the game that call on
the object of the ship, a thread running through the program can
draw code to serve as an input to the processor of the light
system. The light can accurately represent geometry, placement,
spatial location, represent a value of the attribute or trait, or
provide indication of other elements or objects.
[0085] Referring to FIG. 8, a flow chart 800 provides steps for a
method of providing for coordinated illumination. At the step 802,
the programmer codes a game object for a computer game, using, for
example, object-oriented programming techniques. At a step 804, the
programming creates instances for each of the objects in the game.
At a step 808, the programmer adds light as an instance to one or
more objects of the game. At a step 810, the programmer provides
for a thread, running through the game code. At a step 812, the
programmer provides for the thread to draw lighting system input
code from the objects that have light as an instance. At a step
814, the input signal drawn from the thread at the step 812 is
provided to the lighting control system, so that the lighting
system responds to code drawn from the computer game.
[0086] Using such object-oriented light input to the light system
from code for a computer game, various lighting effects can be
associated in the real world with the virtual world objects of a
computer game. For example, in a space battle game, a ship's light
source can be attached with an effect, such as sound, flashing,
motion, vibration and other temporal effects. Further, the light
system could include other effects devices including sound
producing devices, motion producing devices, fog machines, rain
machines or other devices which could also produce indications
related to that object.
[0087] Referring to FIG. 9, a flow diagram 900 depicts steps for
coordinated illumination. In embodiments, the program code for the
light has a separate thread running on the machine. At a step 902
the program initiates the thread. At a step 904 the thread as often
as possible runs through the list of virtual lights. At a step 908
the thread does three-dimensional math to determine which
real-world lights are in proximity to reference point in the real
world (e.g., the head of the user) that is projected as the
reference point of the coordinate system of objects in the game.
Thus, the (0,0,0) position can be the user's head in the real world
and a point on the screen in the game (for instance the center of
the video display and therefore the user's view into the virtual
environment). At a step 910, the code maps the virtual environment
and object in it to the real world environment, including the light
system, so that events happening outside the computer screen are
similar in relation to the reference point as are virtual objects
to a reference point on the screen. At a step 912, the host may
provide an interface for mapping. The mapping function may be done
with a function, e.g., "project-all-lights," as described in
Directlight API described below and in Appendix A, that maps real
world lights using a simple user interface, such as drag and drop
interface. The placement of the lights may not be as important as
the surface the lights are directed towards. It may be this surface
that reflects the illumination or lights back to the user and as a
result it may be this surface that is the most important for the
mapping program. The mapping program may map these surfaces rather
than the light fixture locations or it may also map both the
locations of the fixtures and the light on the surface. In one
embodiment a screen, such as the cabana discussed above, can
further simplify this mapping by providing a set and unchanging
lighting system and screen that will have identical properties no
matter the real world environment in which the system is
located.
[0088] A system for providing the code for coordinated illumination
is depicted in FIG. 10, which may be any suitable computer capable
of allowing programming, including a processor 1002, an operating
system 1004, and memory, such as a database 1008, for storing files
for execution.
[0089] Each real light may have attributes that are stored in a
configuration file. An example of a structure for a configuration
file 1100 is depicted in FIG. 11. The configuration file 1100 may
include various data, such as a light number 1102, a position of
each light 1104, the position or direction of light output 1108,
the gamma (brightness) of the light 1110, an indicator number for
one or more attributes 1112-1114, and various other attributes. By
changing the coordinates in the configuration file, the real world
lights can be mapped to the virtual world in a way that allows them
to reflect what is happening in the virtual environment. The
developer can thus create time-based effects, such as an explosion.
There can then be a library of effects in the code that can be
attached to various game attributes. Examples include explosions,
fades in and out, etc. The developer attaches the effects to
virtual lights in the game. For example, when an explosion is done,
the light goes off in the game, reflecting the destruction of the
object that is associated with the light in the configuration
file.
[0090] To simplify the configuration file, various techniques can
be used. In embodiments, hemispherical cameras, sequenced in turn,
can be used as a baseline with scaling factors to triangulate the
lights and automatically generate a configuration file without ever
having to measure where the lights are. Referring to the flow
diagram 1200 of FIG. 12, in embodiments, the configuration file is
created at a step 1202. The configuration file can be typed in, or
can be put into a graphical user interface that can be used to drag
and drop light sources onto a representation of a room. At a step
1204, the developer can create a configuration file that matches
the fixtures with true placement relative to a user's coordinate in
the real room. For example, once the lighting elements are dragged
and dropped in the environment, at a step 1208 the program can
associate the virtual lights in the program with the real lights in
the environment. An example of a light authoring program to aid in
the configuration of lighting is included in U.S. patent
application Ser. No. 09/616,214 "Systems and Methods for Authoring
Lighting Sequences." Color Kinetics Inc. also offers a suitable
authoring and configuration program called "ColorPlay."
[0091] Further details as to the implementation of the code can be
found in the Directlight API document attached hereto as Appendix
A. Directlight API is a programmer's interface that allows a
programmer to incorporate lighting effects into a program.
Directlight API is attached in Appendix A and the disclosure
incorporated by reference herein. Object oriented programming is
just one example of a programming technique used to incorporate
lighting effects. Lighting effects could be incorporated into any
programming language or method of programming. In object oriented
programming, the programmer is often simulating a 3D space in the
screens. The 3D space continues throughout the room the gamer is in
and beyond to virtual infinity. In this 3D space, the programmer
may place an object, such as a starship, as well as a virtual
light, such as a nebula, sun, star, other star ship, photon beam,
weapon, explosion plume or other light generating object.
[0092] In the above examples, lights were used to indicate the
position of objects which produce the expected light or have light
attached to them. There are many other ways in which light can be
used. The lights in the light system can be used for a variety of
purposes, such as to indicate events in the game, to indicate
levels or attributes of game objects, such as characters, ships,
weapons, shields, health, playing pieces, environments, rooms, or
other objects. For instance the lights could turn to a particular
color (for instance green) representing the shield strength of a
starship. As the shields were slowly knocked down by enemy fire,
the lights could change color or slowly fade out indicating the
shield strength is fading. The lights can be used for aesthetic
purposes, such as to connote a mood for an object or an environment
in the game. For instance, the lights could change color to
indicate the passage of time in the game world, or could produce
lighting effects to simulate environment effects. For instance the
lights could have an appropriate flicker to indicate that it is
raining in the game world. A wide range of effects can be used,
each associated with a particular object or event in the game. The
lighting system could provide further indications such as by
triggering a real world fog machine, when the virtual environment
is supposed to be foggy.
[0093] In embodiments, there may be an be an optional override
mechanism that takes over one or more lights and direct them to do
something regardless of what the virtual light source is intended
to do. This may be useful when the program requires all of the
lights in the system to change to a particular color. For example,
the game may be played out in a space environment where the
starship is lighted blue from a nearby nebula, when suddenly the
ship is attacked by another ship. The program can instantly change
all of the lights in the system to flashing red to indicate a red
alert. The pulsation of the lights may be coordinated with the
sound of an alarm or other sensations to further immerse the
user.
[0094] In embodiments, an object, such as a ship's light source,
can be associated with lights outside the game or any purposeful
lighting setup, such as room lights. Any real world lighting
fixture could be used as part of a lighting system as discussed
herein Optionally, direct access to outside lights can override the
light source in the game. For example, the video display can
provide user interface information, such as red alerts, strength of
a unit or other attributes of game objects through the lights. In
effect the video display could be disabled and only lights could be
used. Such an embodiment could enable a computer game to be created
which uses the lights as the sole source of information, or
alternatively, the video display device could be disabled to
indicate a particular situation has occurred. Returning to the
starship example, a situation could occur where the starship has
been "blinded" as part of the game actions. This may result in the
forward view being unavailable to the user. However, the user can
still navigate the starship using the lighting system. This ability
can add a depth of play that has previously been unavailable to a
computer game because the screen video display has previously been
the only that provides visual feedback.
[0095] It is also possible to have light system lights that are not
attached to objects in the game, such as to indicate another
environmental condition, such as the end of the work day, sunset,
sunrise, or some other indicator that is useful to a player
immersed in the game. The may also provide mood or aesthetics such
as projecting the presence of a person, creature object, or other
thing such as by an aura or their traits of good and evil. These
traits could be associated with colors and intensities. Approaching
a dangerous object could also have the lights switch to a warning
mode (such as flashing red) to warn the user of the danger.
[0096] In yet another embodiment, the lights could act as a
detriment to game play to show various conditions. For instance, in
certain computer games the user is supposed to be hampered because
they have carried out a particular action in the game. For instance
the sound may be cut off because the user was to close to a virtual
explosion and they were "deafened" by it. Such feedback is common,
often with the user's video display acquiring random noise or color
to disorient the user. One example of how lights could be used if a
player was too close to an explosion, the lights could provide for
blinking "spots" to distract the user and degrade their game play.
Alternatively, if the game universe indicated the user was supposed
to be drunk, disoriented, or otherwise distracted, the lights could
flash or change color is disorienting patterns to actually distract
the user from their game play.
[0097] In the embodiments above, a system is primarily discussed
where the computer code is designed to interact with a
three-dimensional virtual world of which the user is part. The code
works well to translate from the three dimensional objects into the
real three-dimensional world. To hook up the lights to a
two-dimensional world, additional programming may be required and
additional conditions may need to be put into effect. In a
two-dimensional world, the code is not necessarily designed to
place the real world user at a reference point, so the code may
need to adapt to place the real world user in the environment in
the same position as the virtual "user" (called a character) in the
game. Alternatively, it may be undesirable to control the lighting
systems illumination to indicate what the user's character is
seeing in the virtual world. Instead, the lighting system may
extend the world the user sees. One example of a 2-D game is
"Diablo" produced by Blizzard software. In this game the user looks
down on a map which contains a representation of the character the
user is controlling. As opposed to the first person view discussed
above, in this game the user has a third person view looking down
on the character that is supposed to be them. The screen then
provides a perspective layout of a game world of which the
character is a part. If the illumination system provides the view
as the character would see it, the user may be confused (for
instance a fire could be burning at the lower right corner of the
screen but be represented by a lighting fixture behind and to the
left of the user, based on the facing of the character, the
character could then turn in place resulting in minimal change of
the information on screen, but a dramatic shift in the illumination
produced by the lighting system. It may therefore be desirable to
extend any perspective or view of a 2-D game in a manner so that
the lighting system illuminates in a manner to conform with the
view on the video display. Following with the above example the
lights may track to follow the fire off screen as the character
moves away from the fire. This could occur by defining a "plane of
the game" representing the game world as if the user was not
present at all and only the character existed. Therefore as the
character in the game moved up and left from the fire, the fire
appears to move, via the lighting system, down and to the
right.
[0098] In one embodiment of the invention, the lighting system can
be replaced or augmented by lights already present in the real
world environment. For instance, one can create a game that
involves the use of the lights in the house. One can use the game
itself as a user interface for the lights in the house. A good
example might be a horror game where when the lights go out in the
game environment, they also go out in the real world room. Such an
environment could be highly engaging to a user who is placed even
more within the virtual world in which they are playing by having
that world truly interact with the real world where they are.
[0099] The real lights in the house could be made game objects for
the game itself, or particular light arrangements could be created
for the purposes of playing particular games. Referring to FIG. 13,
a system 1300 for using an array of lights 1302 in conjunction with
a computer system 1304 (which can be any conventional computer
system that provides a connection 1308 to the lights 1302. The
array 1302 can be disposed on a wall or the ceiling, as depicted in
FIG. 13. The individual LEDs or other lights in the array 1302 can
be provided with changes in on-off status, color, and intensity,
serving in effect like pixels on display. Thus, a version of a game
such as "pong" or other simple game can be played with an array of
lights in the light system, with the lights in the array serving as
"pixels" analogous to the virtual environment on the screen. In
such embodiments it may be unnecessary to use the screen of the
computer system 1304 to play the computer game. Alternatively, one
player could use the screen to control the game being played, while
other players are totally immersed in a gaming environment. As
discussed above, a player could be playing a horror game while the
players in the next room are experiencing the light sensations from
his play without control over the game environment. Essentially
they can experience the game play as a third party along for the
ride in the game. Further the layout of lights in a house could
denote the parameters for a particular game. For instance, a game
could be created where the user is fighting off evil monsters in
their own home and the lighting in their home is acting in the same
manner as the lighting in the game. Such a game environment could
be creating by receiving information about the location of lights
in a house, and generating the game world to conform to that
lighting.
[0100] FIG. 14 depicts a flow chart 1400 with steps for programming
a system to coordinate house lights with a game. At a step 1402 the
programmer locates the real-world location of each of the house
lights. At a step 1404 the programmer maps the lights, such as by
dragging and dropping representations of the locations of the
lights onto a virtual representation of the house on the display
screen of the computer. At a step 1408 the program generates a game
world that contains virtual lights that match the lights of the
real world. Then, changes in the game lights can change the room
lights, such as in hue or intensity.
[0101] It would be easily understood by one of skill in the art
that this multi-party experience could be extended to multi-party
competitive games such as those commonly played across networks. It
could be the case where a user is actually trying to affect the
real world environment in which another user is playing. For
instance, in the game a first user could be trying to disable an
opponent's ship by knocking out its ability to perceive the world
around it. For instance it could knock out the ship's forward or
rear views. In the real world a second player could actually have
various views knocked out (lights being disabled) as the first
player accomplishes his goal. In an even more realistic example,
the first user could be trying to turn the lights out on the second
user. The first person may also directly affect the other person's
room lights by, for example, turning the lights off or changing
their color, or the first person may indirectly change the lighting
conditions in the other persons room by, for example, getting close
to the other persons virtual room and tripping a sensor. The first
person may also be carrying an object that generates light or
reflects light. This object may trigger the lighting in the other
person's room to indicate or warn the other person of the first
persons presence.
[0102] An embodiment may also be an indicator light. A problem with
gaming systems and other computer systems in general is the lack of
space on a video display. There is only a limited number or amount
of dials, indicators, or other status checks that can be placed
while still providing a user with a reasonable play environment. A
gaming program, for example, may generate an indicator on the video
display to indicate a parameter such as the health of the ship, the
fuel remaining, the strength of the shields or other parameters.
This information is important to the user; however, the indicator
takes up valuable video screen, leaving the actual game play area a
diminished space and possibly cutting off important user views. An
embodiment of the invention may be an indicator light or set of
lights that sits on top of the computer screen, for example.
[0103] FIG. 6 depicts a computer screen 602 which could be useful
to provide such indicators. An information system 601 may be
associated with the computer screen 602. The information system 601
may contain lighting elements 603. In an embodiment, the lighting
elements 603 may be aligned as separate lights that can turn on and
off and or change in hue, saturation or intensity. For example, the
information system may have several independently controllable LED
systems and these systems could be controlled in such a manner as
to change color to indicate information. For instance, the
information could be communicated to the information system through
gaming software to indicate the health of an object or person,
indicate shield strength, indicate fuel level or any other
information that may be useful for the user. In an embodiment, the
information system may take the form of a single light source
indicating one or more parameters.
[0104] The indicators could perform a wide variety of functions
including turning on and off, changing color, changing intensity
and or other functions to replace or additively improve upon the
output from the indicators. For instance, a user's health in the
game could be displayed by a number in the corner of the user's
screen but could also be represented by a light that changes from
green to red as the virtual health drops and flashes insistently
when the user's virtual health is perilously low.
[0105] In another embodiment, a shield could start as white and
fade to another color as it loses strength. The user could start to
see "holes" in a shield that are shown by different colors in the
room in the direction where the shield is weak allowing a user to
quickly realize how to turn to bring more powerful shields to face
an enemy. You could see also see a jump into "warp" speed where the
front of the room turns bright and then the bright light flashes
towards the back of the room, for example. In a racing game, speed
could also be simulated as streetlights on screen race down a row
of lights off to one side of the user.
[0106] In an embodiment, a lit enclosure for the device on which
the game is being played changes as an indicator. Game console
buttons could also blink to indicate a combination. Like a
color-note organ (such as described below), this embodiment could
be used in training mode to teach combinations.
[0107] Although the figures and description above show primarily
computer games, it would be clear to one of skill in the art to
carry the system into other types of computing devices and
environments. A computing device can include, but is not limited
to, any type of computer, a console game system (such as the
Playstation series manufactured by Sony), a Personal Digital
Assistant (PDA), a telephone, a WebTV or similar system, a thin
client, or any other type of system on which a user is able to
carry out applications where a lighting system could enhance the
display provided to the user. There can be systems where the
lighting system provides the only source of visual information to
the user.
[0108] For console game systems, one of skill in the art would
understand that libraries customized onto the proprietary chipsets
for console games that drive light system output, similar to the
Directlight programmer's interface, could be created without undue
experimentation. Console games generally have proprietary chipsets
so it may be necessary to generate custom libraries for these
systems. The systems and libraries for the consoles could function
in much the same way as a PC-based game. The console may include a
USB, serial, parallel, firewire, optical, modem or other
communications port to communicate with the lighting system. The
lighting information could also be sent through a controller port.
A controller port may be used for a controller communication as
well as lighting control information. Separate controller ports
could also be used. For example, a first controller port may be
used to communicate with a controller and another controller port
may be used to communicate with the lighting system.
[0109] Many games and computer systems include input devices such
as a joystick, mouse, keyboards, gloves, tactile mouse, dance pads,
exercise equipment, or other input devices. These devices are
generally used by a user to control aspects of a game or other
parameter of a computer program. Each of these input devices could
also be configured to affect the room lights. For example, a mouse
could be used to control the lights in a room. As the mouse is
moved the lights in the room could respond, or as the user dances
on a dance pad the lights could generate a color representation of
their dance. For instance, their impact force with the pad could
translate to an intensity while their position translated to a
color. The input device may also direct sound simultaneously or in
conjunction with the light.
[0110] In an embodiment of the invention the lighting system could
also be associated with room inputs that could be associated with
the virtual environment such as a microphone, camera, heat, cooling
or other room inputs. For example, a user could control a game
object by providing voice instructions through the microphone,
which could be synthesized into commands for an application, and in
turn used to control the illumination of the environment through a
lighting system.
[0111] The embodiments discussed above relate primarily to games
involving real-time simulation and for such types of games there
are numerous applications for lighting systems. For instance:
flight games could use indicators for controls or important
statistics like fuel level; racing games could have motion or
indicate third party activities like the approach of police
vehicles: skateboarding, snowboarding, or other performance sport
simulators can have indicators of movement, indicators of third
party actions, or rewards such as flashbulbs for particularly fine
performances. Other types of simulators can use lighting systems
including, but not limited to, roller-coaster simulations, closed
booth arcade simulators, or location-based entertainment games
(large games inside a booth with multiple players). Further, it
would be understood by one of skill in the art that the above are
merely a limited overview of possibilities and there are many more
applications that could be performed without undue
experimentation.
[0112] Simulation types of games are typically 3D rendered and have
objects with attributes as well as events. Referring to the flow
chart 1500 of FIG. 15, at a step 1502 a programmer can code events
into the game. At a step 1504 a programmer can also code attributes
or objects. Thus, a game program can track events and attributes,
such as explosions, bullets, health, other people, patterns of
light, and/or secret passageways. At a step 1508, the code can then
map from the virtual world to the real world. In embodiments, at an
optional step 1510, the system can add to the virtual world with
real world data, such as from sensors or input devices. Then, at a
step 1512, the system can control real and virtual world objects in
coordination with each other. Also, by using the light system as an
indicator, it is possible to give information through the light
system that aids the user in playing a game or otherwise
interacting with a virtual environment. For example, a light could
flash or change color to indicate the coming of an event that would
otherwise be a surprise to a user who does not have the light
system when playing the game. The indicator functions of the light
system can be coupled with three dimensional sound (such as
surround sound) to provide enhanced real world effects that relate
to events and attributes in the virtual environment.
[0113] In other embodiments the lighting systems can be used in
conjunction with puzzle games, a developer can create a room-puzzle
using the light system in a room or other environment to create
games with the lights. For example, the room lights can reflect the
color of puzzle elements in the virtual world, creating a
correspondence between the virtual and the real world puzzle
elements. One can manipulate real-world elements without the
display on the computer. (In embodiments, one can play a game, such
as pong, with the actual lights using a joystick attached to the
computer. The code for the game can provide the interactive aspects
of the game, then hand control signals to the light system so that
the lights act as game elements in the real world environment. For
example, one can create an array of lights on the ceiling, which
could send light elements across the room). The lights can act as
"pixels" in an array on the ceiling, wall or floor. In embodiments,
the arrays could be established in a variety of rooms, so that
light output moves from room to room in response to the user's
interaction with the input device or sensor of the computer game or
other virtual environment. Light strips can be used for game
elements, as can other light system configurations.
[0114] A real world light system can be used to respond to input
from objects in classic arcade computer games, such as Pacman,
pong, asteroids, space invaders, breakout, and similar games, in
each case enhancing the user experience by providing either
aesthetic or indicator functions. Light systems can also be used
with any other game type, such as casino simulators, video poker,
sandbox games, railroad tycoon games, simulation games like Sim
City, and the like.
[0115] In embodiments, light systems can be used with role-playing
games, such as two-dimensional games like Diablo and
three-dimensional games like EverQuest (a massively multi-player
online game). In such games, real world lights can be mapped to
attributes of humans or objects in real world. The lights can
provide more interaction with other humans or non-human players.
Attributes and events can be a wide variety of things, such as
indicating health, casting a spell, indicating shield strength or
presence, displaying a fireball, or other effects. Further, in
multiplayer games at a single location, the lights can be used to
provide functions to the players by indicating the seat of a player
you would like to meet in person, for example.
[0116] Further, in many multi player games (such as Everquest)
items and characters have become collectible. Everquest Avatars are
popular where there are characters that have characteristics that
are acquired over time. Some are sold for large amounts of money on
the Internet. The room lights of a light system can reflect the
attributes of an avatar, such as a powerful blue to represent a
"good" character, or a dark red to reflect "evil." Any attribute,
ranging from personality traits, to strength, speed, location,
health, constitution, intelligence, stamina, wisdom, or other
attributes can be reflected for a given avatar by the room lights
in the real world in correspondence to the attributes of the avatar
in the virtual world. In embodiments, one can make collectible
patterns or effects that associate with characters, objects or
events. Thus, a virtual world object or character could have a
"signature" or "trademark" color effect that takes place each time
the character appears in the virtual world or does a particular
thing in the virtual world. You could accrue an aura for a
character over time as part of a character's attributes. Light
could be used to portray abstract character traits. In multi-player
environments like arcades, people could glow according to the aura
of the character they are playing. Objects could embody those
traits, and you might need to have a particular object or trait to
allow you to see the indicator for another object.
[0117] In adventure games, which typically involve solving a puzzle
in an environment--environmental lighting could be part of the
puzzle. The light system could give clues required or helpful to
solve the puzzle.
[0118] In sports games, a light system in the real world can serve
as an event indicator (flashbulbs, cut scenes--could shift lights)
or as an attribute indicator (indicating health of a player, number
of fouls, etc.).
[0119] In turn-based strategy games, a light system can indicate
events or attributes, or provide aesthetic effects. Those could
include the day and night cycle, something catching fire (where the
user sees the event first in the lights, then in virtual world), a
warning from behind that comes first (such as to indicate a glowing
light sabre of a player behind the user in the virtual world), or
other events or attributes.
[0120] In fighting games, lights in the real world can indicate
seeing someone's shadow before they jump over the user, moving
lights after a "kill" or powerful blow, or indicating declining or
improving health or presence of special attributes (such as shields
or spells). Further, moving shadows or illumination created by the
lights could indicate the position of a tag team partner. It is
important to note that the absence of light (a shadow) can also be
part of the illumination and illumination as described herein. The
absence of any intensity of any color is simply ones possible
illumination condition.
[0121] In children's games, room lights and a room sound system can
reflect color and intensity attributes of elements of the games,
which can include games to teach children about different colors
and sounds.
[0122] As was discussed above, computer games provide merely one
type of computer program in which a lighting system can provide
enhancement and additional information. There are many other types
of computer programs which the use of a lighting system can
benefit
[0123] A similar embodiment to computer games is auction-type, real
"games," such as Internet auctions, such as E-bay. Lights could be
used as an indicator of an event or characteristic, such as having
the highest current bid, or a winning bid. Online gambling
establishments could also use the lights so as to provide a
casino-like environment in the user's home.
[0124] Architectural visualization, mechanical engineering models,
and other solid modeling environments are encompassed herein as
embodiments. In these virtual environments lighting is often
relevant both in a virtual environment and in a solid model real
world visualization environment. Referring to FIG. 16, a system
1600 includes a computer 1602 with a display 1604. The system 1600
also includes a solid model 1608, as well as a lighting system
1610, with one or more lights 1612. The lighting system 1610 lights
the solid model 1608 in the real world. A representation 1614 of
the solid model can be created on the display screen, typically a
three-dimensional representation created by a solid modeling
program, such as those provided by SolidWorks. In the
representation 1614 can be located virtual lights 1618, which can
be represented as appearing in the modeling world in directions
corresponding to the directions of the lights 1612 of the lighting
system 1610. The user can thus position and control the light
system to illuminate the real world solid model in correspondence
to illumination conditions that are created in the virtual world
environment. Scale physical models in a room of lights can be
modeled for lighting during the course of a day or year or during
different seasons for example, possibly to detect previously
unknown interaction with the light and various building surfaces.
Another example would be to construct a replica of a city or
portion of a city in a room with a lighting system such as those
discussed above. The model could then be analyzed for color changes
over a period of time, shadowing, or other lighting effects. In an
embodiment, this technique could be used for landscape design. In
an embodiment, the lighting system is used to model the interior
space of a room, building, or other piece of architecture. For
example, an interior designer may want to project the colors of the
room, or fabric or objects in the room with colors representing
various times of the day, year, or season. In an embodiment, a
lighting system is used in a store near a paint section to allow
for simulation of lighting conditions on paint chips for
visualization of paint colors under various conditions. These types
of real world modeling applications can enable detection of
potential design flaws, such as reflective buildings reflecting
sunlight in the eyes of drivers during certain times of the year.
Further, the three-dimensional visualization may allow for more
rapid recognition of the aesthetics of the design by human beings,
than by more complex computer modeling.
[0125] Solid modeling programs can have virtual lights. One can
light a model in the virtual environment while simultaneously
lighting a real world model the same way. For example, one can
model environmental conditions of the model and recreate them in
the real world modeling environment outside the virtual
environment. For example, one can model a house or other building
and show how it would appear in any daylight environment. A
hobbyist could also model lighting for a model train set (for
instance based on pictures of an actual train) and translate that
lighting into the illumination for the room wherein the model train
exists. Therefore the model train may not only be a physical
representation of an actual train, but may even appear as that
train appeared at a particular time. A civil engineering project
could also be assembled as a model and then a lighting system
according to the principles of the invention could be used to
simulate the lighting conditions over the period of the day. This
simulation could be used to generate lighting conditions, shadows,
color effects or other effects. This technique could also be used
in Film/Theatrical modeling or could be used to generate special
effects in filmmaking. Such a system could also be used by a
homeowner, for instance by selecting what they want their dwelling
to look like from the outside and having lights be selected to
produce that look. This is a possibility for safety when the owner
is away. Alternatively, the system could work in reverse where the
owner turns on the lights in their house and a computer provides
the appearance of the house from various different directions and
distances.
[0126] Although the above examples discuss modeling for
architecture, one of skill in the art would understand that any
device, object, or structure where the effect of light on that
device, object, or structure can be treated similarly.
[0127] Medical or other job simulation could also be performed. A
lighting system according to the principles of the present
invention may be used to simulate the lighting conditions during a
medical procedure. This may involve creating an operating room
setting or other environment such as an auto accident at night,
with specific lighting conditions. For example, the lighting on
highways is generally high-pressure sodium lamps which produce
nearly monochromatic yellow light and as a result objects and
fluids may appear to be a non-normal color. Parking lots generally
use metal halide lighting systems and produce a broad spectrum
light that has spectral gaps. Any of these environments could be
simulated using a system according to the principles of the
invention. These simulators could be used to train emergency
personnel how to react in situations lit in different ways. They
could also be used to simulate conditions under which any job would
need to be performed. For instance, the light that will be
experienced by an astronaut repairing an orbiting satellite can be
simulated on earth in a simulation chamber.
[0128] Lights can also be used to simulate travel in otherwise
inaccessible areas such as the light that would be received
traveling through space or viewing astronomical phenomena, or
lights could be used as a three dimensional projection of an
otherwise unviewable object. For instance, a lighting system
attached to a computing device could provide a three dimensional
view from the inside of a molecular model. Temporal Function or
other mathematical concepts could also be visualized.
[0129] Optionally, the virtual environment can be generated by a
computer application that is a screen saver, which could be mapped
into the real world lights in a room. As the screen saver creates
and displays graphics on a computer screen, for example, the screen
saver can create lighting effects outside of the computer screen.
This could be used to create decorative effects or the lighting
effects could be used to provide information or other effects. The
information may represent computer, or network activity, for
example, such that the activity is displayed in the lights and or
the screen saver. This could include email activity, when an email
is received by the system the lighting could change to a particular
hue, saturation or intensity. The hue, saturation or intensity may
change as more and more email is received.
[0130] A musical application could also be used, allowing for the
choreographing of music to light, or the generation of light as a
portion of the generation of music. Alternatively light could be
used to help a user learn to play music. For instance light could
be projected that indicates a particular key a user should press on
a keyboard. In time, a user unable to read music could teach
themselves to play instruments and music for the user's performance
could be provided as light signals.
[0131] An embodiment of the present invention could be a puzzle
that consists of getting the room lights into a particular
configuration. You could put a person "inside" a real world Rubik's
cube associated with a virtual Rubik's cube. An embodiment of the
invention may be used in flight simulators to change the ambient
lighting conditions from day to night, or changing the lighting
conditions as the horizon changes or associated with other aspects
of the simulator.
[0132] A system according to the principles of the invention may
also involve real-time simulation such as an actual motion inducing
flight simulator, 3D motion rides (control through 3D libraries),
or full mockup simulators where the lighting can be directly
changed in response to what occurs. One example is that in a
research submarine trainer the lighting within the submarine could
be altered to remove red wavelengths as the sub dives because under
water red light is often not present.
[0133] All articles, patents, and other references set forth above
are hereby incorporated by reference. While the invention has been
disclosed in connection with embodiments shown and described in
detail, various equivalents, modifications, and improvements will
be apparent to one of ordinary skill in the art from the above
description.
* * * * *