U.S. patent application number 11/676271 was filed with the patent office on 2008-06-19 for massive multiplayer event using physical skills.
Invention is credited to Jonathan Michael Madsen, Arlen Lynn Olsen.
Application Number | 20080146302 11/676271 |
Document ID | / |
Family ID | 46328530 |
Filed Date | 2008-06-19 |
United States Patent
Application |
20080146302 |
Kind Code |
A1 |
Olsen; Arlen Lynn ; et
al. |
June 19, 2008 |
Massive Multiplayer Event Using Physical Skills
Abstract
The invention disclosed is a massive multiplayer online game or
event. An online server is connected to the world wide web. A first
sensor to detect movement and orientation of a first user, wherein
first data signals are communicated from said sensor to the online
server; and a second sensor to detect movement and orientation of a
second user, wherein data signals are communicated from said sensor
to the online server are used. A machine readable program having
protocol thereon to coordinate the first data signals and the
second data signals in accordance with the protocol of the
event.
Inventors: |
Olsen; Arlen Lynn; (Clifton
Park, NY) ; Madsen; Jonathan Michael; (Rexford,
NY) |
Correspondence
Address: |
SCHMEISER, OLSEN & WATTS
22 CENTURY HILL DRIVE, SUITE 302
LATHAM
NY
12110
US
|
Family ID: |
46328530 |
Appl. No.: |
11/676271 |
Filed: |
February 16, 2007 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
|
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11610969 |
Dec 14, 2006 |
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11676271 |
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Current U.S.
Class: |
463/7 ;
463/42 |
Current CPC
Class: |
A63F 2300/6607 20130101;
A63F 2300/105 20130101; A63F 13/211 20140902; A63F 2300/5553
20130101; A63F 13/213 20140902; A63F 13/428 20140902; A63F
2300/8076 20130101; A63F 13/837 20140902; A63F 13/335 20140902;
A63F 13/61 20140902; A63F 2300/407 20130101; A63F 2300/1087
20130101; A63F 13/828 20140902; A63F 2300/8029 20130101 |
Class at
Publication: |
463/7 ;
463/42 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Claims
1. A massive multiplayer online event comprising: an online server
connected to the world wide web; a first remote having a first
sensor to detect movement and orientation of a first user, wherein
first data signals are communicated from said sensor to the online
server; a second remote having a second sensor to detect movement
and orientation of a second user, wherein data signals are
communicated from said sensor to the online server; and a machine
readable program having combat protocol thereon to coordinate the
first data signals and the second data signals in accordance with
the combat protocol.
2. The invention of claim 1, wherein the first user and second user
compete in a virtual combat or virtual battle using real world
physical skills.
3. The invention of claim 1, wherein the first user and the second
user are rendered as avatars in a virtual environment.
4. The invention of claim 2, wherein the virtual combat or virtual
battle use a weapon selected from the group consisting of: a
firearm, a bow and arrow, a dagger, a hand-grenade, a laser-cannon,
a future weapon, an incendiary weapon, a non-lethal weapon, a
magnetic weapon, a M lee weapon, a missile, a rocket, a nuclear
weapon, a primitive weapon, a suicide weapons, an anti-aircraft, an
anti-fortification, an anti-personnel weapon, an anti-radiation
weapon, an anti-ship weapon, an anti-submarine weapon, and an
anti-tank weapon.
5. A massive multiplayer online event comprising: connecting at
least 100 users to an online server connected to the world wide
web; providing a remote having a first sensor to detect movement
and orientation of a first user, wherein first data signals are
communicated from said sensor to the online server; providing a
remote having a second sensor to detect movement and orientation of
a second user, wherein data signals are communicated from said
sensor to the online server; providing a combat protocol to
coordinate the first data signals and the second data signals in
accordance with the combat protocol; and competing, using physical
skills, between the first and second user to generate the first
data signals and second data signals to arrive at an outcome based
on the combat protocol.
6. A massive multiplayer online event comprising: an online server
connected to the world wide web; a first sensor to detect movement
and orientation of a first user, wherein first data signals are
communicated from said sensor to the online server; a second sensor
to detect movement and orientation of a second user, wherein data
signals are communicated from said sensor to the online server; and
a machine readable program with the rules of an event thereon to
coordinate the first data signals and the second data signals in
accordance with the event.
7. The invention of claim 6, wherein the first sensor is a static
sensor operable with a motion capture system.
8. The invention of claim 6, wherein the first sensor is a user
fitted sensor operable with a motion capture system.
9. The invention of claim 6, wherein the first sensor is in a
remote.
10. A massive multiplayer online fantasy sports event comprising a
fantasy sports player, wherein the player is an online participant
on a virtual team in a massive multiplayer online sporting
event.
11. The invention of claim 10, wherein the player is selected for a
fantasy sports team by a real world fantasy sports owner.
12. An online marketing method comprising advertising products
during a massive multiplayer online sports event.
13. The invention of claim 11, wherein the products are real world
products.
14. The invention of claim 11, wherein the products are virtual
products.
15. The invention of claim 11, wherein the advertising is selected
from the group consisting of: virtual online signs, billboards,
posters, seat covers, flyers, streaming audio, streaming video,
banners, and pop-up ads and passive advertising.
Description
RELATED APPLICATION
[0001] The present invention is a continuation-in-part of
co-pending U.S. patent application Ser. No. 11/610,969, filed Dec.
14, 2006 and entitled "Massive Multiplayer Online Sports Teams and
Events" and is incorporated herein by reference in its
entirety.
FIELD OF THE INVENTION
[0002] This invention relates to Massive Multiplayer online
games.
BACKGROUND OF THE INVENTION
[0003] A Massively Multiplayer Online Game (MMOG or MMO) is a
computer game which is capable of supporting hundreds or thousands
of players simultaneously, and is played on the Internet.
Typically, this type of game is played in a giant persistent
world.
[0004] MMOs can enable players to compete with and against each
other on a grand scale, and sometimes to interact meaningfully with
people around the world. Most MMOs require players to invest large
amounts of their time into the game. Many MMOs can be played for
free on the internet such as: Runescape, Adventure Quest, Silkroad
Online and Renaissance Kingdoms.
SUMMARY OF THE INVENTION
[0005] A first aspect of the invention includes a massive
multiplayer online game or event comprising: an online server
connected to the world wide web; a first remote having a first
sensor to detect movement and orientation of a first user, wherein
first data signals are communicated from said sensor to the online
server; a second remote having a second sensor to detect movement
and orientation of a second user, wherein data signals are
communicated from said sensor to the online server; and a machine
readable program with the rules of a game or event thereon to
coordinate the first data signals and the second data signals in
accordance with the game.
[0006] A second aspect of the invention includes a massive
multiplayer online game or event comprising: connecting at least
100 users to an online server connected to the world wide web;
providing a remote having a first sensor to detect movement and
orientation of a first user, wherein first data signals are
communicated from said sensor to the online server; providing a
remote having a second sensor to detect movement and orientation of
a second user, wherein data signals are communicated from said
sensor to the online server; providing a rules of a game or event
thereon to coordinate the first data signals and the second data
signals in accordance with the rules of a game or event; and
competing, using physical skills, between the first and second user
to generate the first data signals and second data signals to
arrive at an outcome based on the rules of the game or event.
[0007] A third aspect of the invention includes a massive
multiplayer online event comprising: an online server connected to
the world wide web; a first remote having a first sensor to detect
movement and orientation of a first user, wherein first data
signals are communicated from said sensor to the online server; a
second remote having a second sensor to detect movement and
orientation of a second user, wherein data signals are communicated
from said sensor to the online server; and a machine readable
program having combat protocol thereon to coordinate the first data
signals and the second data signals in accordance with the combat
protocol.
[0008] A fourth aspect of the invention includes a massive
multiplayer online event comprising: connecting at least 100 users
to an online server connected to the world wide web; providing a
remote having a first sensor to detect movement and orientation of
a first user, wherein first data signals are communicated from said
sensor to the online server; providing a remote having a second
sensor to detect movement and orientation of a second user, wherein
data signals are communicated from said sensor to the online
server; providing a combat protocol to coordinate the first data
signals and the second data signals in accordance with the combat
protocol; and competing, using physical skills, between the first
and second user to generate the first data signals and second data
signals to arrive at an outcome based on the combat protocol.
BRIEF DESCRIPTION OF THE DRAWINGS
[0009] Some of the embodiments of this invention will be described
in detail, with reference to the following figures, wherein like
designations denote like members, wherein:
[0010] FIG. 1 is a diagram of an embodiment of the present
invention;
[0011] FIG. 2 is an embodiment of a view of a MMOSTE event;
[0012] FIG. 3 is an embodiment of a view of a MMOSTE battle
event;
[0013] FIG. 4a depicts an embodiment of a motion capture system of
an MMOSTE user;
[0014] FIG. 4b depicts an embodiment of a rendered anatomical
reconstruction of an MMOSTE user;
[0015] FIG. 4c depicts an embodiment of a mapped 3-D model of an
MMOSTE user; and,
[0016] FIG. 4d depicts and embodiment of a rendered MMOSTE
avatar.
DETAILED DESCRIPTION OF THE INVENTION
[0017] Although certain embodiments of the present invention will
be shown and described in detail, it should be understood that
various changes and modifications may be made without departing
from the scope of the appended claims. The scope of the present
invention will in no way be limited to the number of constituting
components, the materials thereof, the shapes thereof, the relative
arrangement thereof, etc., and are disclosed simply as an example
of an embodiment. The features and advantages of the present
invention are illustrated in detail in the accompanying drawings,
wherein like reference numerals refer to like elements throughout
the drawings.
[0018] As a preface to the detailed description, it should be noted
that, as used in this specification and the appended claims, the
singular forms "a", "an" and "the" include plural referents, unless
the context clearly dictates otherwise.
[0019] This invention is a MMOSTE (Massive Multiplayer Online
Sports Teams and Events). The technology may involve a computer
game which is capable of supporting hundreds or thousands of
players simultaneously, and is played on the Internet using actual
physical actions of the players as if actually competing in a
sports tournament or event. It allows people from around the world
to compete on sports teams or in individual sports tournaments or
events. Individuals or teams may become superstars in a virtual
world in team sports and events in stadiums, arenas and venues such
as boxing, lacrosse, downhill skiing, tennis, table tennis, track
events, sports car driving, golf, karate, ultimate fighting,
diving, ballet, motocross, soccer, basketball, baseball, wrestling,
gladiator sports, air sports (hang-gliding, helicopter, airplane),
space sports (space-walking, spaceship racing), American football,
badminton, Canadian football, cricket, curling, cycling, road
bicycle racing, mountain bike racing, BMX, motor-cycle street-bike
racing, monster-truck racing, roller-blading, ice-skating,
snowboarding, snow-mobile racing, field Hockey, thoroughbred Horse
racing, skateboarding, ice hockey, lacrosse, box/indoor lacrosse,
mixed martial arts, rugby league, shooting, archery, swimming,
scuba-diving, boating, water-skiing, triathlon or any other sports
team or event such as any Olympic sporting event.
[0020] Individuals may purchase virtual sports equipment using
either virtual world dollars through tournaments or use real world
dollars to upgrade their abilities in a quicker manner. Players
will be classified in categories such as novice, amateurs and
professionals based upon experience. Players can be sponsored by
corporations that would like their name attached to the teams.
Individuals could also purchase teams and property holdings such as
stadiums, trademarks, etc. They can have team owners, agents free
agency, player contracts (virtual or real). Players can take on
characteristics of real life athletes based on win percentage,
speed agility, etc. Players can download available playbooks,
modify playbooks, or generate their own playbooks.
[0021] Players may access and acquire cheat functionalities
allowing them to expand performance capabilities. For example,
certain cheat functions may allow players to jump higher and
longer, move faster, contact balls and other objects with greater
accuracy, swing harder, etc. In some events, various players may
compete against each other using cheat-mode functionality such that
various actions of some players affected by cheat functionality may
be countered by various actions of other players also affected by
cheat functionality. In this sense, the cheat functionality may
become a competitive advantage or disadvantage to be utilized by
and against any or all competing players. However, various
parameters and rules may be provided to proscribe any cheating
capability by any player participating in various MMOSTE
happenings. For instance, where a player is participating in an
event having typical player activity and/or competing against other
players having similar player activity, cheating may be prohibited
so that player movement and functionality is directed purely under
parameters related to common player remote control devices
utilizing physical movement to direct online participation by
players. Protocols may be provided to alert players when cheating
functionality is or is attempting to be used. Moreover, parameters
and rules may provide for discipline or sanctions against players
who inappropriately use cheat functionality. Such discipline may
include temporary or complete loss of play privileges, fines
related to virtual or real dollars, or diminishment of player skill
set. Player parameters and rules may be provided under contract by
owners, other players, MMOSTE operators, governments, ISP's, team
captains, managers, programmers, companies, sponsors, corporations
or other entities or combinations of entities. Player agreements
may be in the form of click-wrap agreements, shrink-wrap
agreements, standard paper contracts or other binding
agreements.
[0022] Teams may be comprised of multiple players, wherein the
players may be under contract to play and participate in particular
MMOSTE happenings. Accordingly, players may incur liability for
failure to meet contractual terms. Player contracts may be
comprised of agreements similar to contracts for real world
athletes or event participants and may be tailored to operate
according to and secure rights in MMOSTE participation. However,
MMOSTE players may also play and participate in an online world
under no contractual obligations. In addition, teams may be
included in various leagues, such as professional leagues, minor
leagues (farming players to professional teams), and amateurs
leagues. Furthermore, the various leagues may be formed according
to, or include divisions according to, geography, age, gender,
nationality, sponsorship make-up, online availability, government
censored category, financial capital, time logged in the world,
time logged playing, or other like categories. Moreover, a single
individual may identify with and control multiple online players.
For instance, a person may be a have one online identity as a
professional golfer, another online identity as an amateur soccer
player, and yet another online identity as a novice motocross
rider; there may be no limit to the number of players a single
individual may control. Still further, various embodiments may
provide for multiple individuals using physical movement to combine
or aggregate the movement into the online actions of a single
player. For example, one individual may control the lower portion
(legs and feet) of a tennis player, while another individual may
control the upper portions (torso, arms, hands, head) of the same
tennis player; or one person may control the feet of an airplane
pilot player, while another person could control hand movement of
the same airplane pilot player. Hence, there may be a plurality of
individuals providing real world physical movement to conglomerate
the online actions of a single player.
[0023] One individual may control multiple players on a team or
participating in an event. For example, the one individual may
simultaneously wield multiple remotes (such as by holding one
remote in a right hand and one remote in a left hand) to control
multiple players at the same time. Moreover, one individual may
control several players with a single remote by toggling between
various players. For instance, the individual may control a
quarterback by maneuvering the remote to control and direct a throw
and pass of the virtual football. Then while the ball is in the
air, the individual may toggle to a receiver and then use the
remote to catch the thrown pass
[0024] Players that reach professional status may compete in
tournaments that may have advertising sold at the tournament to
companies. The companies may be virtual corporations with virtual
holdings controlled by real world people or entities. Moreover, the
corporations may be real world corporations that buy virtual
advertising space. Individuals may pay virtual or real monies to
enter portions of the MMOSTE world to be a spectator of a game or
event played by other participants. Once virtual entrance is
granted through payment, the spectator may have capability to view
the game or event from a viewpoint, or from various other view
points. Furthermore, the spectator may review event participation
in instant replay. However, rules, protocol and parameters may be
provided to prohibit a spectator from interfering with the athletic
game or other event that is being viewed. Spectators may opt to be
cheerleaders or sports broadcasters. In addition, individuals may
pay using virtual or real dollars to enter the sporting event and
wager as participants or spectators. For example, Player A may have
a skill set of Professional and a $1,000.00 in virtual dollars
which may have a 100 to 1 exchange rate ($10.00 real dollars). He
must pay $100.00 virtual dollars to enter a professional MMOSTE
golf tournament ($1.00), but based on wagering, advertisers and
sponsors the payout may be $5,000.00 for winning the tournament.
Certain areas of the world may require payment to be a spectator
which may also increase the winnings purse.
[0025] Current MMOs (Massive Multiplayer Onlines) can enable
players to compete with and against each other on a grand scale,
and sometimes to interact meaningfully with people around the
world. The MMOSTE is different in that it requires a certain amount
of skill in the physical world by using a remote similar to the
Remote made and/or distributed by Nintendo.RTM.. The Remote may be
able to sense movement and orientation. Accelerometers in the
Remote may allow it to sense linear motion along three axes, as
well as tilt. The controller features an optical sensor, allowing
it to determine where it is pointing. In addition, the remote may
comprise gyroscopes to help provide orientation and other
ultra-sonic, sonic, and/or electromagnetic sensors facilitating
three-dimensional position, direction, and movement. Various remote
configurations and functionality may be provided. For example a
remote may include microphones, speakers, lights, and movable
components, enabling it to receive audio inputs, make noises,
shine, glow, shake, rumble, vibrate, and/or have other user
interactive functionality. Furthermore, a remote may be operable
with multiple input devices. For instance, as steering wheel-type
remote may simultaneously operate with a foot pedal or series of
foot pedals inputs (such as a gas pedal, clutch pedal, and/or brake
pedal) that may be communicatively linked to provide response
similar to driving a vehicle. Moreover, a remote may operate with
additional remotes or inputs devices such as rotatable structures
(like bicycle pedals, or pulley systems) that may be utilized to
generate inputs for simulating bike riding propulsive force,
pulling of bow-strings, or swimming movements. Furthermore, a
remote may be operable with floor sensors configured to detect when
a person places a foot or other body part onto a floor portion
having a sensor. Hence, such remote incorporations may be used to
detect running, walking, hopping, dancing, jumping or other
movements. Remotes may be configured to take on physical shape and
appearance of real world objects. For example, a remote may be
shaped like a gun, a sword, a tennis racquet, a snow-ski, a
joy-stick, a steering wheel, a ball, a boxing glove, a baseball
mitt, a scuba fin, a pen, a pencil, a paint brush, or any other
shaped object having some real-world dimension.
[0026] Referring to FIG. 1 is shown an online server 10 attached to
the world wide web 20. Communications 21 between online server 10
and world wide web 20 may be had. A first remote 30, second remote
40, and third remote 50 having a first sensor 32, a second sensor
42, and a third sensor 52 are shown which are controlled by a first
36, second 46 and third 56 user. The remotes 30, 40, 50 may have a
first accelerometer 37, second accelerometer 47 and third
accelerometer 57 to detect movement and orientation. First
31/34/38/39, second 41/45/48/49 and third 51/53/58/59 data signals
may be transmitted from the remotes 30, 40, 50 through any known
optical signal (such as LED--Light Emitting Diode), RF signal (such
as Bluetooth, DECT (Digital Enhanced Cordless Telecommunications),
DSRC (Dedicated Short Range Communications), HIPERLAN, HIPERMAN,
IEEE 802.11, IRDA, RFID (Radio Frequency Identification),
Ultra-wideband (UWB from WiMedia Alliance), WiFi, WiMAX, ZigBee,
3G, 3GPP, and Wireless USB), ultra-sonic signal, or any other
operable electromagnetic signal. The rules of a game 60 and a
machine readable program 70 may be stored on a local memory device
or flash memory device or machine readable media such as magnetic
disks, cards, tapes, and drums, punched cards and paper tapes,
optical disks (DVD, CD), barcodes and magnetic ink characters or on
a central or local server. The rules of a game 60 may be codified
algorithmic elements, data charts, matrices, textual commands,
time-based parameters, computer-language-based directives, or any
other protocol that may provide for consistency and accuracy in
generating, planning, conducting, monitoring, or viewing an online
event.
[0027] The local server 90 may be a game console. The console 90
may be placed near a display 80 and may be oriented either
horizontally or vertically. The front of the console 90 may feature
a slot-loading media drive possibly illuminated by a light which
may accept both 12 cm and 8 cm optical discs, for example from
Nintendo's.RTM. prior console, the GameCube.RTM.. The Disc slot
light may briefly illuminate when the console is turned on, when
connected to a data service such as WiiConnect24 and when receiving
new data, such as messages, and upon having selected "Bright" or
"Dim" in the "Slot Illumination" settings for features such as
WiiConnect24. The disc slot light may not stay illuminated during
game play or when using other features of the console 90. Two or
more USB ports may located at the rear of the console 90, and an SD
card slot may hide behind a cover on the front of the console 90.
Also, to utilize an SD slot, a software update may be downloaded,
so game saves might not be transferred to or from a system which
has not been connected to the internet. A console 90 may
communicate with an online server 10 and send signal data 91 via
either wireless or wired communications channels. Moreover, a
console 90 may be connected to the world wide web 20 and may
transfer digital information 92 thereto and therefrom. The console
90 may also communicate information 98 with a display 80 via either
wired or wireless communications channels. In addition, a console
90 may also communicate with a sensor bar 82.
[0028] A display 80 such as a Liquid Crystal display (LCD),
(LCD-based monitors can receive television and computer protocols
(SVGA, DVI, PAL, SECAM, NTSC)), Cathode ray tube (CRT), Vector
display, Plasma display, Surface-conduction electron-emitter
display (SED), Video projector--implemented using LCD, CRT, Flat
Panel, Rear projection, or other technologies such as Organic
light-emitting diode (OLED) display may be provided. The display 80
may include, or be operable with a sensor bar 82.
[0029] Similar to a light gun, the remotes 30, 40, 50 may have
light sensors, or other sensors, 32, 42, 52 that may allow the
remotes to detect where each remote is pointing in relation to a
monitor or display unit 80. Rather than using light from the screen
itself, the remote 30, 40, 50 may also sense light from a sensor
bar 82, allowing consistent usage regardless of the type or size of
display unit or television 80. The sensor bar 82 may be about 20 cm
in length and may feature ten infrared LEDs, with five LEDs being
arranged at each end of the bar 82. The bar 82 may be placed above
or below the monitor 80, and may optimally be centered. It is not
necessary to point a remote directly at the sensor bar 82, but
pointing significantly away from the sensor bar 82 may disrupt
position-sensing ability possibly due to the limited viewing angle
of remote 30, 40, 50. However, systems may be provided wherein
multiple sensor bars 82 may be positioned in multiple locations
around a room or area relative to a display 80 and may facilitate
remote sensing wherein the remote 30, 40, 50 may be operably
pointed in any direction. Such an orientation may be amenable to
event views displayed in 3-D by a virtual helmet worn by a user.
The use of a sensor bar 82 may allow a remote 30, 40, 50 to be used
as an accurate pointing device up to 5 meters (approx. 16 ft) away
from the bar. Sensor information may be communicated between a
remote 30, 40, 50 in the form of signal data 38, 48, 58. This
sensor information may be available in addition to, and
supplemented by, a 3-axis acceleration sensor(s) in the remote 30,
40, 50, providing six degrees of freedom in total. Rotation (roll)
of the remote 30, 40, 50 around its major axis may also sensed by
these accelerometers and may be used as tilt sensors relative to
the constant force of gravity.
[0030] The remote also may feature an expansion port at the bottom
which allows various functional attachments to be added to the
controller. Additionally, the remote 30, 40, 50 may communicate
with the console 90. The communications may be signal data 39, 49,
59 and may be transmitted through wireless protocol or via wires.
The remote 30, 40, 50 may be in communication with other remotes
30, 40, 50 sending signal data 34, 45, 53 between remotes via
either wireless transmissions or wired transmissions.
[0031] A Nunchuk controller peripheral, such as a controller made
by Nintendo.RTM. may be operable with or attached to the main
controller. The Nunchuk may connect to the Remote via a wire such
as long cord or may be in wireless communication with the remote,
and its appearance while attached may resemble the nunchaku. It may
feature an analog stick similar to the one found on the
Nintendo.RTM. GameCube.RTM. controller and may also include two or
more trigger buttons. It may work in tandem with the main
controller 30, 40 50 in many games. Like the Remote 30, 40, 50, the
Nunchuk controller may also provide accelerometer(s) for three axis
motion-sensing and tiltling, but may not include a speaker or
rumbling features.
[0032] A Steering wheel controller may be used for certain games,
such as Monster 4.times.4 World Circuit and GT Pro Series and other
driving and racing games. The peripheral steering wheel, such as a
steering wheel controller created by Thrustmaster, may be
controlled by tilting the wheel forwards and backwards to shift
gears. Other games may make use of this peripheral as well when
using the same controls.
[0033] The position and motion tracking of the remote 30, 40, 50
may allow a user 36, 46, 56 to mimic actual game actions, such as
swinging a tennis racket, driving a car or shooting a basket,
instead of simply pushing buttons. Each sensor bar 82 and display
unit 80 may be configured to communicate with a plurality of
remotes 30, 40, 50 and/or online servers 10.
[0034] An embodiment of a Massive Multiplayer Online Sports Teams
and/or Event may include detail as in FIG. 1, wherein numerated
components are identified as follows: [0035] 10=online server
[0036] 20=world wide web [0037] 21=communications between online
server and world wide web [0038] 30=first remote [0039] 31=first
data signals [0040] 32=first sensor [0041] 34=signal data
communications between first remote and second remote [0042]
36=first user [0043] 37=first accelerometer [0044] 38=signal data
communications between first remote and display [0045] 39=signal
data communications between first remote and console [0046]
40=second remote [0047] 41=second data signals [0048] 42=second
sensor [0049] 44=second accelerometer [0050] 46=second user [0051]
45=signal data communications between second remote and third
remote [0052] 48=signal data communications between second remote
and display [0053] 49=signal data communications between second
remote and console [0054] 50=third remote [0055] 51=third data
signals [0056] 52=third sensor [0057] 53=signal data communications
between third remote and first remote [0058] 56=third user [0059]
57=third accelerometer [0060] 58=signal data communications between
third remote and display [0061] 59=signal data communications
between third remote and console [0062] 60=rules of game or event
[0063] 70=computer readable program [0064] 80=display [0065]
82=sensor bar [0066] 85=communications between display unit and
online server [0067] 90=game console/local server [0068]
91=communications between console and online server [0069]
92=communications between console and world wide web [0070]
98=communications between console and display
[0071] Embodiments of the present invention may include viewable
images of an MMOSTE. For example, FIG. 2 depicts a view of an
MMOSTE activity comprising a football game 100. The football game
100 may be played at a virtual stadium 120 located in an online
virtual world. The stadium may include a sports field 140 and
various seating sections 102, 130. During the football game 100
multiple users may maneuver remotes (such as remotes 30, 40, 50 of
FIG. 1) to control players of various virtual teams. The players
may be avatars or user controlled online embodiments of virtual
athletes capable of participating in the football game 100. For
instance, one user (actually located in Singapore) may utilize a
remote 30 (see FIG. 1) to control a player 136 in the football game
100, while another user (actually located in France) may utilize
another remote 40 (see also FIG. 1) to control another player,
while yet a still different user (actually located in New York) may
utilize a remote 50 (FIG. 1) to control a player 156, wherein the
player 156 may be on an opposite team and competing against the
team for which players 136 and 146 are playing. In this sense,
users from anywhere in the world may combine together as a team of
online connected players and compete in a single virtual location,
such as the football stadium 120 in a football game 100 against
another team of online connected players.
[0072] Spectators 160, or other online participants in the MMOSTE,
may also enter the stadium 120 and may view the game 100. The view
of the game may be provided from a perspective corresponding to a
spectator's virtual location in the virtual stadium 120, or
spectators may have capability to view the game from one or more
perspective views. For example, the view depicted in FIG. 1 may be
a view provided by a virtual blimp operable with the MMOSTE.
Spectators 160 and/or players 136, 146, 156 may need special
permissions to enter the virtual stadium area 120 of the MMOSTE and
thereby view or participate in the football game 100. The special
permissions may be granted according to governing protocol related
to whether or not the users controlling the spectators 160 or
players 136, 146, 156 have paid virtual or real monies to grant
access therein. However, entrance into the stadium 120 may be given
free access to all MMOSTE participants.
[0073] The players 136, 146, 156, of the football game 100 may be
novice, amateur, or professional MMOSTE user athletes. To play the
game 100, users control the players 136, 146, 156, through physical
three-dimensional movement of remotes, such as remotes 30, 40, 50
depicted in FIG. 1. Certain users may develop acute proficiency in
maneuvering the remotes to control players to throw, jump, pass,
block, tackle, run, spin, juke and the like. Accordingly, highly
proficient users may be accorded professional status, and be
involved in online teams, divisions, leagues in highly competitive
and very exciting/entertaining MMOSTE activities. As such, a
stadium 120 may be constructed with modular parameters allow dozens
to millions of spectators and/or player participants to view the
game 100. Moreover, various advertising means, such as virtual
online signs, billboards, posters, seat covers, flyers, streaming
audio, streaming video, banners, etc. may be available to MMOSTE
participants. Furthermore, pop-up ads may be provided during the
game. Passive adverting, such as computer generated participants
with virtual clothing bearing trade names and or product names may
also be available in MMOSTE activities. Still further, the game may
include participant bands, cheerleaders, and half-time performances
available for participant viewing and interaction.
[0074] Players 136, 146, 156 and/or spectators 160 may communicate
with each other via chat functionality or via online A/V signal
distribution. Hence, users may be able to see real life images of
each other and hear each other as they may communicate through
online means as related to parameters of the MMOSTE.
[0075] The game 100 may be governed by rules, such as rules 60 (see
FIG. 1). The rules may closely mimic rules of real life games. For
example, standard football rules may be applied to play of the
football game 100 by the players 136, 146, 156. Furthermore, the
game 100 may be officiated by computer program directed referees,
or by real life users participating in the MMOSTE as officials. The
officials may also use remotes, such as remotes 30, 40, 50, to
throw flags and or otherwise maneuver the online embodiment of the
referee. Rules 60, may include parameters corresponding to
life-mimicking computer programmable attributes. For example, the
game may include protocol to compensate for gravity, lighting
(sunny, night-time, foggy) weather conditions (rain, snow, etc.)
field conditions (grass turf, artificial turf), crowd noise (either
computer generated, or generated in response to inputs provided by
spectator 160 participants), and or other conditions typical to a
real football game. The rules 60 may be executed by a single online
server 10 or a bank or plurality of operatively linked servers,
mainframe computers, personal computers and/or other computer
program readable devices.
[0076] A console 90 may be portable having wireless communication
capability. A display may also be portable and wireless. It is
conceivable that users controlling players and/or spectators etc.
may utilize portable devices to link to the world wide web and
participate in MMOSTE activities using remotes, such as remotes 30,
40, 50 that may be operable with respect to the portable
devices.
[0077] MMOSTE activities may comprise fantasy sports. For example,
certain MMOSTE participants may control players, such as players
136, 146, 156, wherein the users may be highly proficient players
and may be accorded professional status, and be involved in online
virtual teams, divisions, leagues in highly competitive and very
exciting/entertaining MMOSTE activities. A massive multiplayer
online fantasy sports event may comprise a fantasy sports player,
wherein the player is an online participant on a virtual team in a
massive multiplayer online sporting event. The online virtual
sports players may accumulate game play statistics over time as
they compete in various MMOSTE activities. Fantasy sport (also
known as rotisserie, roto, or fairy-tale sport; or owner
simulation) may comprise a game where fantasy sports owners
(including other MMOSTE participants controlled by real-world
users) build a fantasy team that competes against other MMOSTE
fantasy sports owners based on the statistics generated by
individual players or teams of a professional MMOSTE sport.
[0078] An MMOSTE virtual sport may include boxing, lacrosse,
downhill skiing, tennis, table tennis, track events, sports car
driving, golf, karate, ultimate fighting, diving, ballet,
motocross, soccer, basketball, baseball, wrestling, gladiator
sports, air sports (hang-gliding, helicopter, airplane), space
sports (space-walking, spaceship racing), American football,
badminton, Canadian football, cricket, curling, cycling, road
bicycle racing, mountain bike racing, BMX, motor-cycle street-bike
racing, monster-truck racing, roller-blading, ice-skating,
snowboarding, snow-mobile racing, field Hockey, thoroughbred Horse
racing, skateboarding, ice hockey, lacrosse, box/indoor lacrosse,
mixed martial arts, rugby league, shooting, archery, swimming,
scuba-diving, boating, water-skiing, triathlon or any other sports
team or event such as any Olympic sporting event, and may also
include battle events involving combat between online
participants.
[0079] An MMOSTE fantasy sports embodiment may convert statistical
performance by online participants into points that may compiled
and totaled according to a roster selected by a MMOSTE participant
manager that makes up a fantasy team. Point systems may be simple
enough to be manually calculated by an MMOSTE participant "league
commissioner." More complex variants may utilize computer modeling
of MMOSTE sports and events based on statistical input generated by
professional MMOSTE sports.
[0080] In fantasy sports pertaining to MMOSTE activities there may
be the ability to trade, cut, and resign fantasy players, like a
real sports owner. Accordingly, fantasy owners or managers may deal
in real or virtual monies with other fantasy owners or managers,
with computer managed systems, and/or with MMOSTE
players/participants to dynamically maintain a fantasy sports
roster. Fantasy sports tournaments involving prizes and awards in
virtual properties/items/monies or real properties/items/monies may
be provided for MMOSTE fantasy leagues or groups. Furthermore
MMOSTE fantasy sports may be associated with trade associations and
writers associations.
[0081] MMOSTE events may comprise combat, battles or conflicts
between online participants. The MMOSTE will have a combat protocol
which is software program having algorithms and/or rules for
determining how participants will interact when engaged in a
combat, battle or conflict. For example, online participants may
comprise members of a platoon or other war party engaged in battle
with other online participants being members of an opposing platoon
or war party. The warring online participants may utilize remotes
(such as remotes 30, 40, 50 of FIG. 1) to control virtual actions
of soldiers or warriors. For instance, a user may wield a remote
30/40/50 in a manner like a sword enabling virtual sword-fighting
engagement with another online participant. Moreover, a remote may
be maneuvered in a manner similar to the actual handling of a
firearm having a rifled or smooth-barrel, such as a gun, bazooka,
RPG launcher, bow and arrow, dagger (to be thrown or wielded),
hand-grenade, laser-cannon, future weapons which make use of
futuristic high tech weapon systems and advanced materials,
incendiary weapons which rely on combustible materials and an
ignition mechanism to cause damage by fire, such as a
flame-thrower, non-lethal weapons that are used to attack and
subdue humans, but are designed to minimize the risk of killing the
target, such as a TASAR, magnetic weapons that uses magnetic fields
to accelerate and propel projectiles, or to focus charged particle
beams, Melee weapons that operate as physical extensions of the
user's body and directly impact their target, missiles or rockets
which are guided to their target after launch, nuclear weapons that
use radioactive materials to create nuclear fission and/or nuclear
fusion detonations above a target ("air-burst") or at ground-level,
primitive weapons which make no use of technological or industrial
elements, instead being purely constructed of easily obtainable
natural materials, such as rocks or sticks, ranged weapons cause a
projectile to leave the user and (ideally) strike a target
afterwards, suicide weapons are typically explosive in nature and
exploit the willingness of their operator to not survive the attack
to reach their target, anti-aircraft weapons target enemy aircraft,
helicopters, missiles and any other aerial vehicles in flight,
anti-fortification weapons which are designed to target enemy
installations, including bunkers and fortifications, bunker buster
bomb which is designed to travel almost 10 metres underground
before detonating, toppling underground installations,
anti-personnel weapons designed to attack people, either
individually or in numbers. anti-radiation weapons target enemy
sources of electronic radiation, particularly radar emitters,
anti-ship weapons target enemy ships and vessels on water,
anti-submarine weapons target enemy submarines and other underwater
targets, anti-tank weapons are primarily used to defeat armored
targets, but may be targeted against other less well armored
targets. Area denial weapons are designed to target territory,
making it unsafe or unsuitable for enemy use or travel, hunting
weapons are designed particularly for use against animals or alien
creatures for hunting purposes, infantry support weapons are
designed to attack various threats to infantry units, supporting
the infantry's operations, including heavy machine guns, mortars
and pinpoint airstrikes ordered by the infantry, often to strike
heavily defended positions, such as enemy camps or extensively
powerful machine-gun nests, or other weapon to direct attack upon
another online participant or virtual object such as a virtual
vehicle (be it an automobile, boat, helicopter, airplane,
hover-craft, space-craft) or a virtual structure (such as a
building, a house, a bunker, a wall, a door, a window, a
tree/bush/shrub, and/or a fort, etc.). MMOSTE battle events may
take place in any environment such as in dry hot desert conditions,
in freezing Antarctic conditions, in jungles, in an urban
environment, at night, during the day, in outer space, on differing
planets, underwater, in high wind/snow/rain/hail/sleet, in the
past, in the present time, or in the future.
[0082] MMOSTE battle events may involve online participants
directed by users maneuvering controlling remotes 30/40/50 and may
also involve simulated, or computer-directed online participants.
For instance, a battle involving actual real users riding as
Calvary Officers on virtual horses and utilizing remotes 30/40/50
to wield weapons and fight opposing online participants and also to
direct other online participants of their same regiment during the
course of a battle by pointing directions of movement, may also
include infantry participants directed by computer protocol and
responsive to the directions provided by the users controlling the
Calvary Officers. Furthermore, a battle vent may not involve
recognizable armies or warring groups. Rather, participants may be
pitted against each other in a renegade free-for-all, wherein a
strategy for participation is kill-or-be-killed and/or form
alliances. Still further, an MMOSTE conflict may provide multiple
online participants each directed by users maneuvering a remote
30/40/50, wherein the user-directed online participants engage and
fight online participants directed by computer protocol.
[0083] Implements such as visual or audible indicators may be
provided to identify whether an online participant is controlled
buy a real-life user, or is computer controlled. Computer-directed
participants may have many different offshoots. However,
computer-directed participants can only interact with user-directed
participants through scripted events or artificial intelligence
(AI), or as guided by governing protocol pertinent to the
MMOSTE.
[0084] There may be many types of computer-directed participants.
There may be friendly computer-directed participants, who may be
accordingly identified, and hostile computer-directed participants,
who also may be accordingly identified. Moreover, disposition
(friendly/hostile/neutral) may not be identified to make the event
more intriguing. A neutral computer-directed participant may
operate under protocol such that the participant will only attack
if provoked.
[0085] Protocol also may be provided such that the interaction of
computer-directed participants with real-life user directed
participants is affected by a reputation the real-life user
participants. For example, certain computer-directed participants
may have more items available for use, borrowing, or purchase if a
real-live user-directed participant has a higher reputation with
them or their faction. Furthermore, standing with a faction may be
increased or decreased by killing certain computer-directed
participants or handing in items to certain computer-directed
participants.
[0086] Computer-directed participants in MMOSTE environment such as
major and minor cities can buy and sell merchandise, train class
and profession skills, give quests, and provide a large percent of
services that may be needed in the game. While some
computer-directed participants may merely offer advice or further
the story, other computer-directed participants may patrol around
set paths to keep cities defended against attacking user-directed
online enemy participants or hostile computer-directed participants
that may attempt to invade a city.
[0087] With continued reference to FIGS. 1-2 and further reference
to FIG. 3, as pertaining to embodiments of an MMOSTE battle event,
online participants, such as players 236 and 246, may utilize a
remote, such as remote 30/40/50, to control a character avatar
within a persistent gameworld 200 or expansive battle environment.
During the event player 236/246 participants may explore the
landscape, fight monsters or other adversaries, and may also
perform quests on behalf of computer-controlled characters or in
alliance with other online participants controlled by real-life
users. The player 236/246 participants may fight both computer
protocol directed adversaries, such as adversaries 266 and/or 276.
Moreover, the player 236/246 participants may engage adversaries,
such as adversary 256, that are controlled by other MMOSTE users.
For instance, an MMOSTE participant, such as player 236, may
utilize a remote, such as remote 30/40/50, to wield a virtual sword
237 to engage and defeat a monster, such as adversary 266. While,
another MMOSTE participant, such as player 246, may utilize a
remote, such as remote 30/40/50, to wield a virtual sword 247 to
engage and defeat a monster, such as adversary 266 directed by
another MMOSTE participant. Then, one or both of the players
236/246 may engage the adversary 276. Combat protocol may govern
how MMOSTE participants virtually engage and fight each other. An
MMOSTE battle event may reward success or victory through money,
items, ability increases, health benefits, and/or experience, which
in turn may allow online participants to improve in skill and
power. In addition, online participants may opt to take part in
battles against other players, including both duels and fights
against player characters allied with an enemy faction. Certain
participants may rise in ranking to become leaders such as
lieutenants, captains, generals, etc.
[0088] MMOSTE battle events, during the early and middle stages of
gameplay, may be completed without the help of other online
participants, particularly if the user controlling the participant
is at a higher level than what the battle event suggests. Other
portions of the battle environment, such as dungeons, field
hospitals, battleships, control-ops bunkers, space-station landing
ports, etc. may be designed to require other participants to work
together for success. For example, dungeons, urban building
flushes, or helicopter resues, may be designed for battle
participant groups ranging from two to five players. However, other
"raids" or conflicts may require up to 40 participants. It is
conceivable that hundreds, thousands, or even millions of
participants may be involved in a single battle event. The highest
level, most complex dungeons, and/or other battle engagements may
be designed to take online warring factions months of playtime and
many attempts before they succeed. In particular, the game
environments designed specifically for high-level participants may
be much more raid-dependent (and time-consuming) than the
relatively more casual experience of advancing one's participant
through lower-level engagement areas.
[0089] To maximize massive online participation, MMOSTE sporting
events and battle events may utilize server clusters, which may
support various virtual environments, sometimes known as `realms`,
to allow online participants to choose their preferred gameplay
type, and to allow the MMOSTE game to support as many subscribers
as possible. By way of example, users may have up to ten characters
per realm and up to a maximum of fifty characters per account.
There may be various generalized MMOSTE environments. For instance,
there may be four battle event environments wherein players may
control participants using remotes, such as remotes 30/40/50:
participant versus environment, participant versus participant,
roleplaying participant versus environment) and roleplaying
participant versus participant. The latter two may enforce a set of
roleplaying rules based on computer operable governing
protocol--participants can be penalized for not roleplaying.
[0090] Online participants may be tied to specific user accounts.
User accounts can be used on all servers, battle environments, or
realms. Moreover, online participants can be moved between servers
in the same region (e.g., from one EU server to another) for a fee.
Users can create up to a certain amount of participants (such as 10
participants) per realm or MMOSTE environment with a maximum total
of participants (such as 50). Predetermined teams, nations, warring
factions, clubs, gangs, cultures, races, classes, civilizations, or
groups may be provided with respect to all or various MMOSTE server
environments. For example, users may create online participants
which serve as their avatars in an online world relative to Axis or
Allied powers during World War II. When creating an MMOSTE online
participant, the user may utilize a remote, such as remotes
30/40/50, to choose from multiple different teams, nations, warring
factions, clubs, gangs, cultures, races, classes, civilizations, or
groups.
[0091] In addition to the teams, nations, warring factions, clubs,
gangs, cultures, races, classes, civilizations, or groups, an
online participant may choose one or more professions. The
participants may choose to pair two related professions, thus
allowing the participants to gather required materials, weapons,
monies, lands, knowledge, and allegiances for the betterment of
skill and extension of survivability. For instance, paired skills
may include: mining and blacksmithing; piloting and aerospace
engineering; skinning and leatherworking; herbalism and alchemy;
nuclear engineering and submarining; and, mountaineering, and
paramedic work.
[0092] Online participants can acquire various items in the MMOSTE
event. Items can vary from resources such as herbs, raw ores,
nuclear reactors, aircraft engines, maps, decoding keys, vehicles,
space port entry keys, and other items to be retrieved for quests,
raids or battles. Online participants can also equip different
weapons and armor, either to customize their character avatar or
improve abilities such as better attacks or defense skills. Items
may classified by the color, sound, iconic designation or other
classification means.
[0093] Players of higher skill levels can obtain mounts of varying
appearances reaction times and virtual speeds depending on
associated teams, nations, warring factions, clubs, gangs,
cultures, races, classes, civilizations, or groups, and on
participant history related to previous engagement. Moreover,
higher skill levels may be purchased with either real or virtual
moneys.
[0094] With continued reference to FIGS. 1-3 and further reference
to FIGS. 4a-d, MMOSTE embodiments may comprise user input via
motion capture or motion tracking devices and systems that may
provide input relative to a person's body in 3-D space. For
example, a first user 400 who desires to control an online
participant, or avatar, in a MMOSTE activity may wear markers 410,
which may be located near joints in the first user's 400 body to
help identify the user's 3-D motion, inter alia, by the positions
or angles between the markers 410. Acoustic, inertial, LED,
magnetic or reflective markers, or combinations of any of these,
may be dynamically tracked, optimally at least two times the rate
of the desired motion, to submillimeter positions. Furthermore,
motion capture computer software may record the positions, angles,
velocities, accelerations and impulses, providing an accurate
digital representation of the user's 400 motion. Motion capture or
motion tracking may involve the positioning of static sensors 500
in 3-D space around the user 400 to sense the user's 400 movements,
wherein the sensors 400 may dynamically detect the moving position
of the markers 410 corresponding to the first user 400. A second
user concurrently involved in an MMOSTE event may be a user 46, as
in FIG. 1, or another user whose movement and orientation is
detected by a motion capture device or system. Accordingly, the
second user may use a remote 40, wherein second data signals
applicable to that remote 40 are communicated from a sensor 42 to
an online server 10.
[0095] Still further, motion capture or motion tracking devices and
systems may be provided wherein the user 400 may wear a body suit
450 or other movement adaptive apparatus having sensors 420, in
addition or as opposed to markers 410, located thereon, which
sensors 420 may sense sonic and/or electromagnetic emissions
provided by signal generators 600 positioned in 3-D space around
the user 400. Hence the combined sensors 420 on the body suit 450
or other movement adaptive apparatus may facilitate a determination
of the user's 400 movement and spatial orientation, through a
conglomeration of sensor 420 data. For example, a body suit 450 may
be fitted with sensors 420, having some similarity to sensors 32,
42, and 52 (see FIG. 1), wherein the body suit 450 fitted sensors
420 may detect emissions from emitters or signal generators 600,
such as sensor bars 82 (see also FIG. 1). The fitted sensors 420
may allow the entire body suit 450 or other movement adaptive
apparatus, or portions thereof, to operate similar to remotes
30/40/50 (see further FIG. 1) to detect where each sensor 420,
individually and in relation to the other sensors, is dynamically
pointing in relation to various emitters or signal generators 600,
such as sensor bars 82, positioned in 3-D space around the moving
first user 400. The detection of dynamic orientation may help
facilitate the triangulation of the sensors 420 between positioned
emitters 600 and thereby render anatomical reconstruction 700 of
the user's 400 movement (see FIG. 4b) in a virtual 3-D environment,
such as an MMOSTE environment 200 (see FIG. 3). Moreover,
triangulation may be facilitated by data derived by sensors 500 as
detected from markers 420.
[0096] Motion capture or motion tracking devices and/or systems
operable with MMOSTE embodiments may comprise combinations of
sensors 420 and markers 410 being locatable on a user 400 and
operable to dynamically sense or reflect/emanate sonic or
electromagnet emissions. For example, a body suit 450 may be fitted
with both markers 410 and sensors 420. The markers 410 on the body
suit 450 may be detected by static sensors 500 in 3-D space around
the user. Moreover, the fitted sensors 420 on the body suit 450 may
concurrently sense sonic or electromagnetic emissions provided by
signal generators 600 positioned in 3-D space around the user 400.
Furthermore, multiple users may wear body suits or other movement
adaptive apparatus's and may move within a space corresponding to
the same 3-D arrangement substantially relative to the multiple
users. For instance, two or more users, such as a first user 400
and a second user, may utilize motion capture within a designated
space to control online participants in MMOSTE activities.
[0097] As movement and orientation of the first user 400 is
detected by a sensor 500 or sensors 420, corresponding data may be
communicated from the sensors 500 and/or 420 to an online server
10. A first static sensor 500 may communicate data signals to the
online server via hard wires or through wireless communications,
such as communication 501. The first static sensor 500 may
communicate 561 to an emitter or signal generator 600. In addition,
sensors 420 may communicate data signals to the online server 10
through wireless communications, such as communication 421.
Furthermore, sensors 420 may communicate detection data to a
processor 490 equipped for wireless data transmission. The
processor 490 may be attached or fitted to the first user 400 and
may transmit sensor(s) 420 data to the online server 10, via
communication transmissions 491, thereby communicating the signal
data from the sensor(s) 420 to the online server 10.
[0098] Various means may be provided to detect user movement
relative to motion capture and/or motion tracking for MMOSTE
embodiments. For example, optical systems may triangulate the 3D
position of a marker 410 between one or more cameras, such as
sensors 500, calibrated to provide overlapping projections.
Tracking a large number of markers 410 or multiple users or
expanding the capture area may be accomplished by the addition of
more cameras in the 3-D space surrounding the users.
Capturing/tracking systems may produce data with 3 degrees of
freedom for each marker 410, and rotational information may be
inferred from the relative orientation of three or more markers
410; for instance shoulder, elbow and wrist markers may provide the
angle 415 of a user's 400 elbow. High resolution linear detectors
may be provided to derive one dimensional positions, through the
use of more sensors and more computations and yielding higher
resolutions (sub millimeter down to 10 micrometers time averaged)
and speeds than possible using area arrays.
[0099] Passive optical motion capture/tracking systems may use
reflective markers 410 illuminated from strobes on emitters, such
as a signal generator 600, placed in 3-D space around the user 400
and may triangulate each marker 410 from its relative location on a
2D map. Data may be cleaned up with the aid of kinematic
constraints and predictive gap filling algorithms. Passive systems
typically use sensors 500 where a camera captures an image of a
scene, reduces it to bright spots and finds the centroid.
Sophisticated constraint software may be provided to reduce
problems from marker 410 swapping since all markers may appear
identical. Unlike active marker systems and magnetic systems,
passive systems may not require the user 400 to wear wires or
electronic equipment. Passive markers 410 may be spheres or
hemispheres made of plastic or foam 25 to 3 mm in diameter with
special retroreflective tape. User may need to be careful not to
touch the markers 410 or get them dirty as this may change the
reflective properties and cause errors.
[0100] Active optical systems are similar to passive optical, but
rather than reflecting light back that is generated externally, the
markers 410 themselves may be powered to emit their own light. The
power to each marker 410 can be provided sequentially in phase with
the capture system providing a unique identification of each marker
410 for a given capture frame, possibly at a cost to the resultant
frame rate. The ability to identify each marker(s) 410 in this
manner may be useful in real-time applications, such as
substantially real-time MMOSTE activities. An alternative method of
identifying markers 410 may be to do it algorithmically requiring
extra processing of the data.
[0101] Magnetic motion capture/tracking systems may calculate
position and orientation through the interaction of relative
magnetic flux of three orthogonal coils on both a transmitter(s)
and each receiver(s). The relative intensity of the voltage or
current of the three coils may allow these systems to calculate
both range and orientation by meticulously mapping the tracking
volume. Useful results can be obtained with two-thirds the number
of markers 410 required in optical systems; one on a user's 400
upper arm and one on the user's 400 lower arm for elbow position
and angle 415. The markers 410 are not occluded by nonmetallic
objects but are susceptible to magnetic and electrical interference
from metal objects in the environment, like rebar (steel
reinforcing bars in concrete) or wiring, which may affect the
magnetic field, and electrical sources such as monitors, lights,
cables and computers. The sensor response is typically nonlinear,
especially toward edges of the capture area. The wiring from the
sensors may affect extreme performance movements of a user 400. The
capture volumes for magnetic systems are dramatically smaller than
they are for optical systems. With the magnetic systems, there is a
distinction between "AC" and "DC" systems: one uses square pulses,
the other uses sine wave pulse.
[0102] Mechanical motion capture/tracking systems may directly
track user 400 body joint angles, such as angle 415, and are often
referred to as exo-skeleton motion capture systems, due to the way
the sensors are attached to the body. A user 400 may attach a
skeletal-like structure to their body and as the user 400 moves so
do the articulated mechanical parts, measuring the user's 400
relative motion. Mechanical motion capture systems are movement
adaptive, typically real-time, relatively low-cost,
free-of-occlusion, and wireless (untethered) systems that have
unlimited capture volume. Typically, they are rigid structures of
jointed, straight metal or plastic rods linked together with
potentiometers that articulate at the joints of the user's 400
body. Performance capture, another form of user control available
for operation with MMOSTE activities, may differ from standard
motion capture due to the interactive nature of the performance,
capturing not only the user's body, but also the hands and facial
expression all at the same time, as opposed to capturing data for
reference motion and rendering the performance motions together
separately. When utilizing performance capture, a user 400 may
interact with models of objects in the scene. For example, the user
400 may wield an actual sword or throw a real football. Moreover,
the user 400 may jump over an actual wall, or slide into an actual
base. The recorded performance data can be used to animate online
participants or avatars. In motion capture/tracking operable MMOSTE
embodiments, the movements of one or more users 400 may be sampled
many times per second. High resolution motion capture sensor may be
used to sample body, facial and finger movement at the same
time.
[0103] Motion capture/tracking operations typically record only the
movements of the user 400, not his/her visual appearance. These
movements of the user 400 may be recorded as animation data which
may be mapped to a 3D model 800 (having general shape relative to a
human, a giant robot, a monster, etc.) created by computer artist
software protocol, to move the model the same way as the user 400
moves (see FIG. 4c). The 3-D model 800 may be, in a sense, an
envelope of the rendered anatomical reconstruction 700 that may
help facilitate visibility and mapping assessment of the 3-D model
800 with respect to an MMOSTE environment. This is comparable, in
some measure, to an older technique of rotoscope where the visual
appearance of the motion of an actor was filmed, then the film used
as a guide for the frame by frame motion of a hand-drawn animated
character. However, with regard to MMOSTE environments, the 3-D
model 800 may be mapped, in substantial real time, to an MMOSTE
environment, such as a football field in a stadium 120 (see FIG.
2). The mapping of the model may correspond to various views
available during MMOSTE activities, such as a perspective view
corresponding to a spectator's virtual location in the virtual
stadium 120, a view provided by a virtual blimp operable with the
MMOSTE, a view of the environment corresponding to the view of the
3-D model 800, or any other view operable within the protocol
governing MMOSTE operations.
[0104] If desired, a camera, sensor 500, or emitter, such as a
signal generator 600, can pan, tilt, or dolly around the applicable
3-D space while the user 400 is moving and the motion
capture/tracking system may capture the movable
camera/sensor/emitter and any props as well. This may help
facilitate computer generated characters, images and sets that may
have the same perspective as the mappable images from the moving
camera/sensor/emitter. A computer may process the data and display
the movements of the user 400, as inferred from the 3-D position of
each marker 410 and/or fitted sensor 420. If desired, a virtual
camera/sensor/emitter can be tracked as well, providing further
positioning in terms of objects in the applicable 3-D space and a
corresponding MMOSTE environment. A related technique match moving
may be utilized to derive 3-D camera/sensor/emitter movement from a
single 2-D image sequence without the use of photogrammetry.
Moreover, MMOSTE user input technology may include full-frame
imaging from many camera/sensor/emitter angles to record the exact
position of every part of a user's 400 body, clothing, and/or hair
for the entire duration of a MMOSTE activity session, resulting in
a very high resolution of detail.
[0105] After or substantially concurrent with processing data
relative to the mapping of the 3-D model 800, software may export
animation data, which computer animator software protocol can
associate with the 3-D model 800 and manipulate using computer
animation software enhancement features. For instance, the user 400
may be rendered as an online participant within a particular MMOSTE
environment having visual and audio characteristics akin to that
environment as directed by the user 400 and governed by software
protocol. As particularly depicted in FIG. 4d, a user 400 may be
rendered as a referee avatar 900 that may help to officiate a game
100 played on a football field in virtual stadium 120. Accordingly,
the user 400 may be rendered in an appropriate referee's uniform
910 and may be virtually fitted with cleats 920, a flag 930, and
other virtual accoutrements specific to the role of that avatar 900
in a particular MMOSTE environment. The user 400 may direct, via a
remote 30/40/50 or a motion capture/tracking system, the movements
of the avatar referee 900 and the virtual use of any accoutrements
operable by that online participant within the mandates of protocol
governing the MMOSTE activity. Protocol may operate with a machine
readable program with the rules of a game or event, such as a
battle event, thereon to coordinate the first data signals and the
second data signals in accordance with the game or event Real world
feedback, relative to audible, or physical stimulation of a user,
such as a user 36, 46, 56, and/or 400, may be provided by a remote
30/40/50 or motion capture/tracking system. For example, lights in
a 3-D space may flash to simulate lightning visible by a first user
400 in the applicable space, or a remote 30/40/50 may produce
audible noises simulating sword clash sounds or taunting by
opposing online participants.
[0106] Some MMOSTE activities may require online participants to
virtually make additional impossible physical movements like
animated super hero martial arts or stretching, squishing,
detaching, and/or super-rotating of virtual body parts that are not
possible with real users 36/46/56/400. However, protocol may be
provided wherein avatar characters may be rendered with
super-physical abilities within an MMOSTE environment. Moreover, in
biomechanics, sports contests and training, battle events,
adventure quests and/or other MMOSTE activities, real time data may
provide the necessary information to diagnose real life user
problems or suggest ways to improve real life user performance,
requiring remote detected and/or motion capture/tracking technology
to capture motions up to, for instance, 180 miles per hour for a
golf swing or a karate chop.
[0107] While this invention has been described in conjunction with
the specific embodiments outlined above, it is evident that many
alternatives, modifications and variations will be apparent to
those skilled in the art. Accordingly, the embodiments of the
invention as set forth above are intended to be illustrative, not
limiting. Various changes may be made without departing from the
spirit and scope of the invention as defined in the following
claims.
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