U.S. patent application number 12/125154 was filed with the patent office on 2009-01-15 for position and motion tracking of an object.
This patent application is currently assigned to Broadcom Corporation. Invention is credited to Ahmadreza (Reza) Rofougaran, Maryam Rofougaran, Nambirajan Seshadri.
Application Number | 20090017910 12/125154 |
Document ID | / |
Family ID | 40135930 |
Filed Date | 2009-01-15 |
United States Patent
Application |
20090017910 |
Kind Code |
A1 |
Rofougaran; Ahmadreza (Reza) ;
et al. |
January 15, 2009 |
POSITION AND MOTION TRACKING OF AN OBJECT
Abstract
A video gaming system a gaming console device and a gaming
object. The game console device is coupled to: determine a gaming
environment; map the gaming environment to a coordinate system;
determine position of at least one of a player and a gaming object
within the gaming environment in accordance with the coordinate
system; track motion of the at least one of the player and the
gaming object; receive a gaming object response regarding a video
game function; and integrate the gaming object response and the
motion of the at least one of the player and the gaming object with
the video game function. The gaming object is coupled to provide
the gaming object response.
Inventors: |
Rofougaran; Ahmadreza (Reza);
(Newport Coast, CA) ; Rofougaran; Maryam; (Rancho
Palos Verdes, CA) ; Seshadri; Nambirajan; (Irvine,
CA) |
Correspondence
Address: |
GARLICK HARRISON & MARKISON
P.O. BOX 160727
AUSTIN
TX
78716-0727
US
|
Assignee: |
Broadcom Corporation
Irvine
CA
|
Family ID: |
40135930 |
Appl. No.: |
12/125154 |
Filed: |
May 22, 2008 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
|
|
60936724 |
Jun 22, 2007 |
|
|
|
Current U.S.
Class: |
463/36 |
Current CPC
Class: |
A63F 13/211 20140902;
G06F 3/011 20130101; A63F 2300/1031 20130101; G01S 13/426 20130101;
G01S 13/003 20130101; G01S 13/723 20130101; G06F 3/012 20130101;
G01S 13/878 20130101; G06F 3/0346 20130101; A63F 13/235 20140902;
G06F 3/045 20130101; A63F 13/825 20140902; A63F 2300/5553 20130101;
A63F 13/212 20140902; G01S 7/412 20130101; A63F 2300/1012 20130101;
A63F 13/573 20140902; A63F 13/57 20140902; A63F 13/213
20140902 |
Class at
Publication: |
463/36 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Claims
1. A video gaming system comprises: a game console device coupled
to: determine a gaming environment; map the gaming environment to a
coordinate system; determine position of at least one of a player
and a gaming object within the gaming environment in accordance
with the coordinate system; track motion of the at least one of the
player and the gaming object; receive a gaming object response
regarding a video game function; and integrate the gaming object
response and the motion of the at least one of the player and the
gaming object with the video game function; and a gaming object
coupled to provide the gaming object response.
2. The video gaming system of claim 1 further comprises: a sensing
tag proximal to the player, wherein the sensing tag provides
information that the game console device utilizes to determine at
least one of the position of the player and the motion of the
player.
3. The video gaming system of claim 1, wherein the coordinate
system comprises at least one of: a three-dimensional Cartesian
coordinate system; and a spherical coordinate system.
4. The video gaming system of claim 1, wherein the game console
device further functions to: determine first position of a first
player and a first associated gaming object within the gaming
environment in accordance with the coordinate system; determine
second position of a second player and a second associated gaming
object within the gaming environment in accordance with the
coordinate system; track motion of the first player; track motion
of the first associated gaming object; track motion of the second
player; track motion of the second associated gaming object;
receive a first gaming object response regarding the video game
function from the first associated gaming object; receive a second
gaming object response regarding the video game function from the
second associated gaming object; and integrate the first gaming
object response, the second gaming object response, the motion of
the first player, the motion of the second player, the motion of
the first associated gaming object, and the motion of the second
associated gaming object with the video game function.
5. The video gaming system of claim 1, wherein the game console
device further functions to: determine position of a player, a
first associated gaming object, and a second associated gaming
object within the gaming environment in accordance with the
coordinate system; track motion of the first player; track motion
of the first associated gaming object; track motion of the second
associated gaming object; receive a first gaming object response
regarding the video game function from the first associated gaming
object; receive a second gaming object response regarding the video
game function from the second associated gaming object; and
integrate the first gaming object response, the second gaming
object response, the motion of the first player, the motion of the
second player, the motion of the first associated gaming object,
and the motion of the second associated gaming object with the
video game function.
6. The video gaming system of claim 1, wherein the game console
device determines the gaming environment by: sweeping an area with
one or more signals within one or more frequency bands; measuring
at least one of: reflection of the one or more signals, absorption
of the one or more signals, refraction of the one or more signals,
pass through of the one or more signals, angle of incident of the
one or more signals, backscattering of the one or more signals, and
magnetization induced by the one or more signals to produce
measured signal effects; identifying different objects based on the
measured signal effects; and determining distance of the different
objects with respect to the game console device.
7. The video gaming system of claim 6, wherein the game console
device maps the gaming environment to the coordinate system by:
establishing an origin for the coordinate system; and determining
at least one position coordinate for each of the different objects
based on the distance of the different objects with respect to the
gaming console device and the origin.
8. The video gaming system of claim 6, wherein the game console
device comprises at least one of: an ultrasound transceiver coupled
to: transmit the one or more signals within an ultrasound frequency
band; receive at least one inbound ultrasound signal that
facilitates the measuring of the at least one of: the reflection of
the one or more signals, the absorption of the one or more signals,
refraction of the one or more signals, the pass through of the one
or more signals, the angle of incident of the one or more signals,
the backscattering of the one or more signals, and the
magnetization induced by the one or more signals to produce
measured signal effects; a radio frequency (RF) transceiver coupled
to: transmit the one or more signals within a radio frequency band;
receive at least one inbound RF signal that facilitates the
measuring of the at least one of: the reflection of the one or more
signals, the absorption of the one or more signals, refraction of
the one or more signals, the pass through of the one or more
signals, the angle of incident of the one or more signals, the
backscattering of the one or more signals, and the magnetization
induced by the one or more signals to produce measured signal
effects; a microwave transceiver coupled to: transmit the one or
more signals within a microwave frequency band; receive at least
one inbound microwave signal that facilitates the measuring of the
at least one of: the reflection of the one or more signals, the
absorption of the one or more signals, refraction of the one or
more signals, the pass through of the one or more signals, the
angle of incident of the one or more signals, the backscattering of
the one or more signals, and the magnetization induced by the one
or more signals to produce measured signal effects; an infrared
transceiver coupled to: transmit the one or more signals within an
infrared frequency band; receive at least one inbound infrared
signal that facilitates the measuring of the at least one of: the
reflection of the one or more signals, the absorption of the one or
more signals, refraction of the one or more signals, the pass
through of the one or more signals, the angle of incident of the
one or more signals, the backscattering of the one or more signals,
and the magnetization induced by the one or more signals to produce
measured signal effects; a laser transceiver coupled to: transmit
the one or more signals within a visible light frequency band;
receive at least one inbound visible light signal that facilitates
the measuring of the at least one of: the reflection of the one or
more signals, the absorption of the one or more signals, refraction
of the one or more signals, the pass through of the one or more
signals, the angle of incident of the one or more signals, the
backscattering of the one or more signals, and the magnetization
induced by the one or more signals to produce measured signal
effects; a digital camera coupled to: receive the at least one
inbound visible light signal that facilitates the measuring of the
at least one of: the reflection of the one or more signals, the
absorption of the one or more signals, refraction of the one or
more signals, the pass through of the one or more signals, the
angle of incident of the one or more signals, the backscattering of
the one or more signals, and the magnetization induced by the one
or more signals to produce measured signal effects; an ultraviolet
transceiver coupled to: transmit the one or more signals within an
ultraviolet radiation frequency band; receive at least one inbound
ultraviolet radiation signal that facilitates the measuring of the
at least one of: the reflection of the one or more signals, the
absorption of the one or more signals, refraction of the one or
more signals, the pass through of the one or more signals, the
angle of incident of the one or more signals, the backscattering of
the one or more signals, and the magnetization induced by the one
or more signals to produce measured signal effects; an X-ray
transceiver coupled to: transmit the one or more signals within an
X-ray frequency band; receive at least one inbound X-ray signal
that facilitates the measuring of the at least one of: the
reflection of the one or more signals, the absorption of the one or
more signals, refraction of the one or more signals, the pass
through of the one or more signals, the angle of incident of the
one or more signals, the backscattering of the one or more signals,
and the magnetization induced by the one or more signals to produce
measured signal effects; and a magnetic source coupled to: transmit
the one or more signals as one or more magnetic signals; receive at
least one inbound magnetic field that facilitates the measuring of
the at least one of: the reflection of the one or more signals, the
absorption of the one or more signals, refraction of the one or
more signals, the pass through of the one or more signals, the
angle of incident of the one or more signals, the backscattering of
the one or more signals, and the magnetization induced by the one
or more signals to produce measured signal effects.
9. The video gaming system of claim 1, wherein the game console
device determines position of the at least one of the player and
the gaming object by: providing one or more signals within one or
more frequency bands; measuring at least one of: reflection of the
one or more signals, absorption of the one or more signals,
refraction of the one or more signals, pass through of the one or
more signals, angle of incident of the one or more signals,
backscattering of the one or more signals, a response to the one or
more signals, and magnetization induced by the one or more signals
to produce measured signal effects; identifying the at least one of
the player and the gaming object based on the measured signal
effects; determining distance of the at least one of the player and
the gaming object with respect to the game console device; and
determining at least one position coordinate for the at least one
of the player and the gaming object based on the distance of the at
least one of the player and the gaming object with respect to the
gaming console device and an origin of the coordinate system.
10. The video gaming system of claim 1, wherein the game console
device tracks the motion of the at least one of the player and the
gaming object by: determining at least one position coordinate for
the at least one of the player and the gaming object; determining,
at a subsequent time, at least one next position coordinate for the
at least one of the player and the gaming object; and determining
the motion of the at least one of the player and the gaming object
based on the at least one position coordinate and the at least one
next position coordinate.
11. The video gaming system of claim 1, wherein the game console
device tracks the motion of the at least one of the player and the
gaming object by: determining at least one positioning coordinate
for the player with respect to an origin of the coordinate system;
determining at least one positioning coordinate for the gaming
object with respect to the at least one positioning coordinate for
the player; determining at least one next positioning coordinate
for the player with respect to the origin; determining at least one
next positioning coordinate for the gaming object with respect to
the at least one next positioning coordinate for the player;
determining the motion of the player, with respect to the origin,
based on the at least one positioning coordinate for the player and
the at the least one next positioning coordinate for the player;
and determining the motion of the gaming object, with respect to
the player, based on the at least one positioning coordinate for
the gaming object and the at the least one next positioning
coordinate for the gaming object.
12. The video gaming system of claim 1, wherein the game console
device tracks the motion of the at least one of the player and the
gaming object by: determining at least one positioning coordinate
for the gaming object with respect to an origin of the coordinate
system; determining at least one positioning coordinate for the
player with respect to the at least one positioning coordinate for
the gaming object; determining at least one next positioning
coordinate for the gaming object with respect to the origin;
determining at least one next positioning coordinate for the player
with respect to the at least one next positioning coordinate for
the gaming object; determining the motion of the gaming object,
with respect to the origin, based on the at least one positioning
coordinate for the gaming object and the at the least one next
positioning coordinate for the gaming object; and determining the
motion of the player, with respect to the gaming object, based on
the at least one positioning coordinate for the player and the at
the least one next positioning coordinate for the player.
13. The video gaming system of claim 1, wherein the game console
device further functions to: update the position of the at least
one of a player and a gaming object within the gaming environment
in accordance with a positioning coordinate grid and a positioning
update interval; and update the motion of the at least one of the
player and the gaming object in accordance with a motion tracking
coordinate grid and a motion tracking update interval.
14. An apparatus comprises: a transceiver section coupled to:
transmit one or more signals within one or more frequency bands;
determining a response to the one or more signals; and converting
the response into a digital response signal; a processing module
coupled to: determine environment of an area based on the digital
response signal; map the environment to a coordinate system;
determine position of at least one object within the environment in
accordance with the coordinate system; and track motion of the at
least one object.
15. The apparatus of claim 14, wherein at least one of the
processing module and the transceiver section further function to:
measure at least one of: reflection of the one or more signals,
absorption of the one or more signals, refraction of the one or
more signals, pass through of the one or more signals, angle of
incident of the one or more signals, backscattering of the one or
more signals, and magnetization induced by the one or more signals
to produce measured signal effects; identify different objects
based on the measured signal effects, wherein the different objects
includes the at least one object; and determining distance of the
different objects with respect to the game console device to
establish the environment.
16. The apparatus of claim 15, wherein the processing module maps
the environment to the coordinate system by: establishing an origin
for the coordinate system; and determining at least one position
coordinate for each of the different objects based on the distance
of the different objects with respect to the gaming console device
and the origin.
17. The apparatus of claim 15, wherein the transceiver section
comprises at least one of: an ultrasound transceiver coupled to:
transmit the one or more signals within an ultrasound frequency
band; receive at least one inbound ultrasound signal that
facilitates the measuring of the at least one of: the reflection of
the one or more signals, the absorption of the one or more signals,
refraction of the one or more signals, the pass through of the one
or more signals, the angle of incident of the one or more signals,
the backscattering of the one or more signals, and the
magnetization induced by the one or more signals to produce
measured signal effects; a radio frequency (RF) transceiver coupled
to: transmit the one or more signals within a radio frequency band;
receive at least one inbound RF signal that facilitates the
measuring of the at least one of: the reflection of the one or more
signals, the absorption of the one or more signals, refraction of
the one or more signals, the pass through of the one or more
signals, the angle of incident of the one or more signals, the
backscattering of the one or more signals, and the magnetization
induced by the one or more signals to produce measured signal
effects; a microwave transceiver coupled to: transmit the one or
more signals within a microwave frequency band; receive at least
one inbound microwave signal that facilitates the measuring of the
at least one of: the reflection of the one or more signals, the
absorption of the one or more signals, refraction of the one or
more signals, the pass through of the one or more signals, the
angle of incident of the one or more signals, the backscattering of
the one or more signals, and the magnetization induced by the one
or more signals to produce measured signal effects; an infrared
transceiver coupled to: transmit the one or more signals within an
infrared frequency band; receive at least one inbound infrared
signal that facilitates the measuring of the at least one of: the
reflection of the one or more signals, the absorption of the one or
more signals, refraction of the one or more signals, the pass
through of the one or more signals, the angle of incident of the
one or more signals, the backscattering of the one or more signals,
and the magnetization induced by the one or more signals to produce
measured signal effects; a laser transceiver coupled to: transmit
the one or more signals within a visible light frequency band;
receive at least one inbound visible light signal that facilitates
the measuring of the at least one of: the reflection of the one or
more signals, the absorption of the one or more signals, refraction
of the one or more signals, the pass through of the one or more
signals, the angle of incident of the one or more signals, the
backscattering of the one or more signals, and the magnetization
induced by the one or more signals to produce measured signal
effects; a digital camera coupled to: receive the at least one
inbound visible light signal that facilitates the measuring of the
at least one of: the reflection of the one or more signals, the
absorption of the one or more signals, refraction of the one or
more signals, the pass through of the one or more signals, the
angle of incident of the one or more signals, the backscattering of
the one or more signals, and the magnetization induced by the one
or more signals to produce measured signal effects; an ultraviolet
transceiver coupled to: transmit the one or more signals within an
ultraviolet radiation frequency band; receive at least one inbound
ultraviolet radiation signal that facilitates the measuring of the
at least one of: the reflection of the one or more signals, the
absorption of the one or more signals, refraction of the one or
more signals, the pass through of the one or more signals, the
angle of incident of the one or more signals, the backscattering of
the one or more signals, and the magnetization induced by the one
or more signals to produce measured signal effects; an X-ray
transceiver coupled to: transmit the one or more signals within an
X-ray frequency band; receive at least one inbound X-ray signal
that facilitates the measuring of the at least one of: the
reflection of the one or more signals, the absorption of the one or
more signals, refraction of the one or more signals, the pass
through of the one or more signals, the angle of incident of the
one or more signals, the backscattering of the one or more signals,
and the magnetization induced by the one or more signals to produce
measured signal effects; and a magnetic source coupled to: transmit
the one or more signals as one or more magnetic signals; receive at
least one inbound magnetic field that facilitates the measuring of
the at least one of: the reflection of the one or more signals, the
absorption of the one or more signals, refraction of the one or
more signals, the pass through of the one or more signals, the
angle of incident of the one or more signals, the backscattering of
the one or more signals, and the magnetization induced by the one
or more signals to produce measured signal effects.
18. The apparatus of claim 14, wherein at least one of the
processing module and the transceiver section further function to
determine the position of the at least one object by: providing one
or more signals within one or more frequency bands; measuring at
least one of: reflection of the one or more signals, absorption of
the one or more signals, refraction of the one or more signals,
pass through of the one or more signals, angle of incident of the
one or more signals, backscattering of the one or more signals, a
response to the one or more signals, and magnetization induced by
the one or more signals to produce measured signal effects;
identifying the object based on the measured signal effects;
determining distance of the at least one object with respect to the
apparatus; and determining at least one position coordinate for the
at least one object based on the distance of the at least one
object with respect to the apparatus and an origin of the
coordinate system.
19. The apparatus of claim 14 further functions to track the motion
of the at least one gaming object by: determining at least one
position coordinate for the at least one object; determining, at a
subsequent time, at least one next position coordinate for the at
least object; and determining the motion of the at least one object
based on the at least one position coordinate and the at least one
next position coordinate.
20. A game console device comprises: a transceiver section; and a
processing module coupled to the transceiver section, wherein at
least one of the processing module and the transceiver section
function to: determine a gaming environment; map the gaming
environment to a coordinate system; determine position of at least
one of a player and a gaming object within the gaming environment
in accordance with the coordinate system; track motion of the at
least one of the player and the gaming object; receive a gaming
object response regarding a video game function; and integrate the
gaming object response and the motion of the at least one of the
player and the gaming object with the video game function.
21. The game console device of claim 20, wherein the at least one
of the processing module and the transceiver section further
function to: determine first position of a first player and a first
associated gaming object within the gaming environment in
accordance with the coordinate system; determine second position of
a second player and a second associated gaming object within the
gaming environment in accordance with the coordinate system; track
motion of the first player; track motion of the first associated
gaming object; track motion of the second player; track motion of
the second associated gaming object; receive a first gaming object
response regarding the video game function from the first
associated gaming object; receive a second gaming object response
regarding the video game function from the second associated gaming
object; and integrate the first gaming object response, the second
gaming object response, the motion of the first player, the motion
of the second player, the motion of the first associated gaming
object, and the motion of the second associated gaming object with
the video game function.
22. The game console device of claim 20, wherein the at least one
of the processing module and the transceiver section further
function to: determine position of a player, a first associated
gaming object, and a second associated gaming object within the
gaming environment in accordance with the coordinate system; track
motion of the first player; track motion of the first associated
gaming object; track motion of the second associated gaming object;
receive a first gaming object response regarding the video game
function from the first associated gaming object; receive a second
gaming object response regarding the video game function from the
second associated gaming object; and integrate the first gaming
object response, the second gaming object response, the motion of
the first player, the motion of the second player, the motion of
the first associated gaming object, and the motion of the second
associated gaming object with the video game function.
23. The game console device of claim 20, wherein the at least one
of the processing module and the transceiver section further
function to determine the gaming environment by: sweeping an area
with one or more signals within one or more frequency bands;
measuring at least one of: reflection of the one or more signals,
absorption of the one or more signals, refraction of the one or
more signals, pass through of the one or more signals, angle of
incident of the one or more signals, backscattering of the one or
more signals, and magnetization induced by the one or more signals
to produce measured signal effects; identifying different objects
based on the measured signal effects; and determining distance of
the different objects with respect to the game console device.
24. The game console device of claim 23, wherein the transceiver
section comprises at least one of: an ultrasound transceiver
coupled to: transmit the one or more signals within an ultrasound
frequency band; receive at least one inbound ultrasound signal that
facilitates the measuring of the at least one of: the reflection of
the one or more signals, the absorption of the one or more signals,
refraction of the one or more signals, the pass through of the one
or more signals, the angle of incident of the one or more signals,
the backscattering of the one or more signals, and the
magnetization induced by the one or more signals to produce
measured signal effects; a radio frequency (RF) transceiver coupled
to: transmit the one or more signals within a radio frequency band;
receive at least one inbound RF signal that facilitates the
measuring of the at least one of: the reflection of the one or more
signals, the absorption of the one or more signals, refraction of
the one or more signals, the pass through of the one or more
signals, the angle of incident of the one or more signals, the
backscattering of the one or more signals, and the magnetization
induced by the one or more signals to produce measured signal
effects; a microwave transceiver coupled to: transmit the one or
more signals within a microwave frequency band; receive at least
one inbound microwave signal that facilitates the measuring of the
at least one of: the reflection of the one or more signals, the
absorption of the one or more signals, refraction of the one or
more signals, the pass through of the one or more signals, the
angle of incident of the one or more signals, the backscattering of
the one or more signals, and the magnetization induced by the one
or more signals to produce measured signal effects; an infrared
transceiver coupled to: transmit the one or more signals within an
infrared frequency band; receive at least one inbound infrared
signal that facilitates the measuring of the at least one of: the
reflection of the one or more signals, the absorption of the one or
more signals, refraction of the one or more signals, the pass
through of the one or more signals, the angle of incident of the
one or more signals, the backscattering of the one or more signals,
and the magnetization induced by the one or more signals to produce
measured signal effects; a laser transceiver coupled to: transmit
the one or more signals within a visible light frequency band;
receive at least one inbound visible light signal that facilitates
the measuring of the at least one of: the reflection of the one or
more signals, the absorption of the one or more signals, refraction
of the one or more signals, the pass through of the one or more
signals, the angle of incident of the one or more signals, the
backscattering of the one or more signals, and the magnetization
induced by the one or more signals to produce measured signal
effects; a digital camera coupled to: receive the at least one
inbound visible light signal that facilitates the measuring of the
at least one of: the reflection of the one or more signals, the
absorption of the one or more signals, refraction of the one or
more signals, the pass through of the one or more signals, the
angle of incident of the one or more signals, the backscattering of
the one or more signals, and the magnetization induced by the one
or more signals to produce measured signal effects; an ultraviolet
transceiver coupled to: transmit the one or more signals within an
ultraviolet radiation frequency band; receive at least one inbound
ultraviolet radiation signal that facilitates the measuring of the
at least one of: the reflection of the one or more signals, the
absorption of the one or more signals, refraction of the one or
more signals, the pass through of the one or more signals, the
angle of incident of the one or more signals, the backscattering of
the one or more signals, and the magnetization induced by the one
or more signals to produce measured signal effects; an X-ray
transceiver coupled to: transmit the one or more signals within an
X-ray frequency band; receive at least one inbound X-ray signal
that facilitates the measuring of the at least one of: the
reflection of the one or more signals, the absorption of the one or
more signals, refraction of the one or more signals, the pass
through of the one or more signals, the angle of incident of the
one or more signals, the backscattering of the one or more signals,
and the magnetization induced by the one or more signals to produce
measured signal effects; and a magnetic source coupled to: transmit
the one or more signals as one or more magnetic signals; receive at
least one inbound magnetic field that facilitates the measuring of
the at least one of: the reflection of the one or more signals, the
absorption of the one or more signals, refraction of the one or
more signals, the pass through of the one or more signals, the
angle of incident of the one or more signals, the backscattering of
the one or more signals, and the magnetization induced by the one
or more signals to produce measured signal effects.
25. The game console device of claim 20, wherein the at least one
of the processing module and the transceiver section further
function to determine the position of the at least one of the
player and the gaming object by: providing one or more signals
within one or more frequency bands; measuring at least one of:
reflection of the one or more signals, absorption of the one or
more signals, refraction of the one or more signals, pass through
of the one or more signals, angle of incident of the one or more
signals, backscattering of the one or more signals, a response to
the one or more signals, and magnetization induced by the one or
more signals to produce measured signal effects; identifying the at
least one of the player and the gaming object based on the measured
signal effects; determining distance of the at least one of the
player and the gaming object with respect to the game console
device; and determining at least one position coordinate for the at
least one of the player and the gaming object based on the distance
of the at least one of the player and the gaming object with
respect to the gaming console device and an origin of the
coordinate system.
Description
[0001] This patent application is claiming priority under 35 USC
.sctn. 119 to a provisionally filed patent application entitled
POSITION AND MOTION TRACKING OF AN OBJECT, having a provisional
filing date of Jun. 22, 2007, and a provisional Ser. No.
60/936,724.
CROSS REFERENCE TO RELATED PATENTS
[0002] Not Applicable
STATEMENT REGARDING FEDERALLY SPONSORED RESEARCH OR DEVELOPMENT
[0003] Not Applicable
INCORPORATION-BY-REFERENCE OF MATERIAL SUBMITTED ON A COMPACT
DISC
[0004] Not Applicable
BACKGROUND OF THE INVENTION
[0005] 1. Technical Field of the Invention
[0006] This invention relates generally to wireless systems and
more particularly to determining position within a wireless system
and/or tracking motion within the wireless system.
[0007] 2. Description of Related Art
[0008] Communication systems are known to support wireless and wire
lined communications between wireless and/or wire lined
communication devices. Such communication systems range from
national and/or international cellular telephone systems to the
Internet to point-to-point in-home wireless networks to radio
frequency identification (RFID) systems. Each type of communication
system is constructed, and hence operates, in accordance with one
or more communication standards. For instance, radio frequency (RF)
wireless communication systems may operate in accordance with one
or more standards including, but not limited to, RFID, IEEE 802.11,
Bluetooth, advanced mobile phone services (AMPS), digital AMPS,
global system for mobile communications (GSM), code division
multiple access (CDMA), local multi-point distribution systems
(LMDS), multi-channel-multi-point distribution systems (MMDS),
and/or variations thereof. As another example, infrared (IR)
communication systems may operate in accordance with one or more
standards including, but not limited to, IrDA (Infrared Data
Association).
[0009] Depending on the type of RF wireless communication system, a
wireless communication device, such as a cellular telephone,
two-way radio, personal digital assistant (PDA), personal computer
(PC), laptop computer, home entertainment equipment, RFID reader,
RFID tag, et cetera communicates directly or indirectly with other
wireless communication devices. For direct communications (also
known as point-to-point communications), the participating wireless
communication devices tune their receivers and transmitters to the
same channel or channels (e.g., one of the plurality of radio
frequency (RF) carriers of the wireless communication system) and
communicate over that channel(s). For indirect wireless
communications, each wireless communication device communicates
directly with an associated base station (e.g., for cellular
services) and/or an associated access point (e.g., for an in-home
or in-building wireless network) via an assigned channel. To
complete a communication connection between the wireless
communication devices, the associated base stations and/or
associated access points communicate with each other directly, via
a system controller, via the public switch telephone network, via
the Internet, and/or via some other wide area network.
[0010] For each RF wireless communication device to participate in
wireless communications, it includes a built-in radio transceiver
(i.e., receiver and transmitter) or is coupled to an associated
radio transceiver (e.g., a station for in-home and/or in-building
wireless communication networks, RF modem, etc.). As is known, the
receiver is coupled to the antenna and includes a low noise
amplifier, one or more intermediate frequency stages, a filtering
stage, and a data recovery stage. The low noise amplifier receives
inbound RF signals via the antenna and amplifies then. The one or
more intermediate frequency stages mix the amplified RF signals
with one or more local oscillations to convert the amplified RF
signal into baseband signals or intermediate frequency (IF)
signals. The filtering stage filters the baseband signals or the IF
signals to attenuate unwanted out of band signals to produce
filtered signals. The data recovery stage recovers raw data from
the filtered signals in accordance with the particular wireless
communication standard.
[0011] As is also known, the transmitter includes a data modulation
stage, one or more intermediate frequency stages, and a power
amplifier. The data modulation stage converts raw data into
baseband signals in accordance with a particular wireless
communication standard. The one or more intermediate frequency
stages mix the baseband signals with one or more local oscillations
to produce RF signals. The power amplifier amplifies the RF signals
prior to transmission via an antenna.
[0012] In most applications, radio transceivers are implemented in
one or more integrated circuits (ICs), which are inter-coupled via
traces on a printed circuit board (PCB). The radio transceivers
operate within licensed or unlicensed frequency spectrums. For
example, wireless local area network (WLAN) transceivers
communicate data within the unlicensed Industrial, Scientific, and
Medical (ISM) frequency spectrum of 900 MHz, 2.4 GHz, and 5 GHz.
While the ISM frequency spectrum is unlicensed there are
restrictions on power, modulation techniques, and antenna gain.
[0013] In IR communication systems, an IR device includes a
transmitter, a light emitting diode, a receiver, and a silicon
photo diode. In operation, the transmitter modulates a signal,
which drives the LED to emit infrared radiation which is focused by
a lens into a narrow beam. The receiver, via the silicon photo
diode, receives the narrow beam infrared radiation and converts it
into an electric signal.
[0014] IR communications are used in video games to detect the
direction in which a game controller is pointed. As an example, an
IR sensor is placed near the game display, where the IR sensor
detects the IR signal transmitted by the game controller. If the
game controller is too far away, too close, or angled away from the
IR sensor, the IR communication will fail.
[0015] Further advances in video gaming include three
accelerometers in the game controller to detect motion by way of
acceleration. The motion data is transmitted to the game console
via a Bluetooth wireless link. The Bluetooth wireless link may also
transmit the IR direction data to the game console and/or convey
other data between the game controller and the game console.
[0016] While the above technologies allow video gaming to include
motion sensing, it does so with limitations. As mentioned, the IR
communication has a limited area in which a player can be for the
IR communication to work properly. Further, the accelerometer only
measures acceleration such that true one-to-one detection of motion
is not achieved. Thus, the gaming motion is limited to a handful of
directions (e.g., horizontal, vertical, and a few diagonal
directions).
[0017] Therefore, a need exists for improved motion tracking and
positioning determination for video gaming and other
applications.
BRIEF SUMMARY OF THE INVENTION
[0018] The present invention is directed to apparatus and methods
of operation that are further described in the following Brief
Description of the Drawings, the Detailed Description of the
Invention, and the claims. Other features and advantages of the
present invention will become apparent from the following detailed
description of the invention made with reference to the
accompanying drawings.
BRIEF DESCRIPTION OF THE SEVERAL VIEWS OF THE DRAWING(S)
[0019] FIG. 1 is a schematic block diagram of an overhead view of
an embodiment of a gaming system in accordance with the present
invention;
[0020] FIG. 2 is a schematic block diagram of a side view of an
embodiment of a gaming system in accordance with the present
invention;
[0021] FIG. 3 is a schematic block diagram of an overhead view of
another embodiment of a gaming system in accordance with the
present invention;
[0022] FIG. 4 is a schematic block diagram of a side view of
another embodiment of a gaming system in accordance with the
present invention;
[0023] FIG. 5 is a schematic block diagram of an overhead view of
another embodiment of a gaming system in accordance with the
present invention;
[0024] FIG. 6 is a schematic block diagram of another embodiment of
a gaming system in accordance with the present invention;
[0025] FIG. 7 is a schematic block diagram of another embodiment of
a gaming system in accordance with the present invention;
[0026] FIGS. 8-10 are diagrams of an embodiment of a coordinate
system of a gaming system in accordance with the present
invention;
[0027] FIGS. 11-13 are diagrams of another embodiment of a
coordinate system of a gaming system in accordance with the present
invention;
[0028] FIG. 14 is a diagram of a method for determining position
and/or motion tracking in accordance with the present
invention;
[0029] FIGS. 15A and 15B are diagrams of other methods for
determining position and/or motion tracking in accordance with the
present invention;
[0030] FIGS. 16-18 are diagrams of another embodiment of a
coordinate system of a gaming system in accordance with the present
invention;
[0031] FIGS. 19-21 are diagrams of another embodiment of a
coordinate system of a gaming system in accordance with the present
invention;
[0032] FIG. 22 is a diagram of another method for determining
position and/or motion tracking in accordance with the present
invention;
[0033] FIG. 23 is a diagram of another method for determining
position and/or motion tracking in accordance with the present
invention;
[0034] FIG. 24 is a diagram of another method for determining
position and/or motion tracking in accordance with the present
invention;
[0035] FIG. 25 is a diagram of another method for determining
position and/or motion tracking in accordance with the present
invention;
[0036] FIG. 26 is a diagram of another embodiment of a coordinate
system of a gaming system in accordance with the present
invention;
[0037] FIG. 27 is a schematic block diagram of an embodiment of a
wireless communication system in accordance with the present
invention;
[0038] FIG. 28 is a schematic block diagram of another embodiment
of a wireless communication system in accordance with the present
invention;
[0039] FIG. 29 is a schematic block diagram of another embodiment
of a wireless communication system in accordance with the present
invention;
[0040] FIG. 30 is a schematic block diagram of an overhead view of
an embodiment of determining position and/or motion tracking in
accordance with the present invention;
[0041] FIG. 31 is a schematic block diagram of a side view of an
embodiment of determining position and/or motion tracking in
accordance with the present invention;
[0042] FIG. 32 is a schematic block diagram of an embodiment of
transceiver in accordance with the present invention;
[0043] FIG. 33 is a diagram of another method for determining
position and/or motion tracking in accordance with the present
invention;
[0044] FIG. 34 is a diagram of another method for determining
position and/or motion tracking in accordance with the present
invention;
[0045] FIG. 35 is a schematic block diagram of an embodiment of a
wireless communication in accordance with the present
invention;
[0046] FIG. 36 is a diagram of an embodiment of an antenna pattern
in accordance with the present invention;
[0047] FIG. 37 is a diagram of another embodiment of an antenna
pattern in accordance with the present invention;
[0048] FIG. 38 is a diagram of an example of receiving an RF signal
in accordance with the present invention;
[0049] FIG. 39 is a diagram of an example of frequency dependent
in-air attenuation in accordance with the present invention;
[0050] FIGS. 40 and 41 are diagrams of an example of frequency
dependent distance calculation in accordance with the present
invention;
[0051] FIG. 42 is a diagram of an example of constructive and
destructive signaling in accordance with the present invention;
[0052] FIG. 43 is a diagram of another example of constructive and
destructive signaling in accordance with the present invention;
[0053] FIG. 44 is a schematic block diagram of an overhead view of
another embodiment of a gaming system in accordance with the
present invention;
[0054] FIG. 45 is a schematic block diagram of an overhead view of
another embodiment of a gaming system in accordance with the
present invention;
[0055] FIG. 46 is a schematic block diagram of an overhead view of
another embodiment of a gaming system in accordance with the
present invention;
[0056] FIG. 47 is a schematic block diagram of an overhead view of
another embodiment of a gaming system in accordance with the
present invention;
[0057] FIG. 48 is a diagram of another method for determining
position and/or motion tracking in accordance with the present
invention;
[0058] FIG. 49 is a diagram of another method for determining
position and/or motion tracking in accordance with the present
invention;
[0059] FIG. 50 is a schematic block diagram of an overhead view of
another embodiment of a gaming system in accordance with the
present invention;
[0060] FIG. 51 is a schematic block diagram of an overhead view of
another embodiment of a gaming system in accordance with the
present invention;
[0061] FIG. 52 is a schematic block diagram of a side view of
another embodiment of a gaming system in accordance with the
present invention;
[0062] FIG. 53 is a schematic block diagram of an embodiment of an
RFID reader and an RFID tag in accordance with the present
invention;
[0063] FIG. 54 is a diagram of a method for determining position in
accordance with the present invention;
[0064] FIG. 55 is a schematic block diagram of an embodiment of a
gaming object in accordance with the present invention;
[0065] FIG. 56 is a schematic block diagram of an embodiment of
three-dimensional antenna structure in accordance with the present
invention;
[0066] FIG. 57 is a diagram of an example of an antenna radiation
pattern in accordance with the present invention;
[0067] FIGS. 58 and 59 are diagrams of an example of frequency
dependent motion calculation in accordance with the present
invention;
[0068] FIG. 60 is a diagram of a method for determining motion in
accordance with the present invention;
[0069] FIG. 61 is a diagram of an example of determining a motion
vector in accordance with the present invention;
[0070] FIG. 62 is a schematic block diagram of an overhead view of
another embodiment of a gaming system in accordance with the
present invention;
[0071] FIG. 63 is a diagram of an example of audio and near audio
frequency bands in accordance with the present invention;
[0072] FIG. 64 is a schematic block diagram of an overhead view of
another embodiment of a gaming system in accordance with the
present invention.
DETAILED DESCRIPTION OF THE INVENTION
[0073] FIG. 1 is a schematic block diagram of an overhead view of
an embodiment of a video gaming system 10 that includes a game
console device 12 and a gaming object 14 associated with a player
16. The video gaming system 10 is within a gaming environment 22,
which may be a room, portion of a room, and/or any other space
where the gaming object 14 and the game console device 12 can be
proximally co-located (e.g., airport terminal, on a bus, on an
airplane, etc.).
[0074] In operation, the game console device 12 (embodiments of
which will be described in greater detail with reference to FIGS.
2-7, 14-25, and 27-64) determines the gaming environment 22. This
may be done by sweeping the area with one or more signals within
one or more frequency bands. For example, the one or more signals
may be in the ultrasound frequency band of 20 KHz to 200 MHz, the
radio frequency band of 30 HZ to 3 GHz, the microwave frequency
band of 3 GHz to 300 GHz, the infrared (IR) frequency band of 300
GHz to 428 THz, the visible light frequency band of 428 THz to 750
THz (n.times.10.sup.12), the ultraviolet radiation frequency band
of 750 THz to 30 PHz (n.times.10.sup.15), and/or the X-Ray
frequency band of 30 PHz to 30 EHz (n.times.10.sup.18).
[0075] The determination of the gaming environment 22 continues
with the gaming console device 12 measuring at least one of:
reflection of the one or more signals, absorption of the one or
more signals, refraction of the one or more signals, pass through
of the one or more signals, angle of incident of the one or more
signals, backscattering of the one or more signals, and
magnetization induced by the one or more signals to produce
measured signal effects. The game console device 12 then identifies
different objects based on the measured signal effects (e.g.,
inanimate objects have different reflective, absorption, pass
through, and/or refractive properties of the one or more signals
than animate beings).
[0076] The game console device 12 then determines distance of the
different objects with respect to itself. From this data, the game
console device 12 generates a three-dimensional topographic map of
the area in which the video gaming system 10 resides to produce the
gaming environment 22. In this example, the gaming environment 22
includes the player 16, the gaming object 14, a couch, a chair, a
desk, the four encircling walls, the floor, and the ceiling.
[0077] Having determined the gaming environment, the game console
device 12 maps the gaming environment 22 to a coordinate system
(e.g., a three-dimensional Cartesian coordinate system [x, y, x], a
spherical coordinate system [p, (.rho., .phi., .theta.], etc.). The
game console device 12 then determines the position 18 of the
player 16 and/or the gaming object 14 within the gaming environment
in accordance with the coordinate system.
[0078] Once the gaming object's position is determined, the game
console device 12 tracks the motion 20 of the player 16 and/or the
gaming object 14. For example, the game console device 12 may
determine the position 18 of the gaming object 14 and/or the player
16 within a positioning tolerance (e.g., within a meter) at a
positioning update rate (e.g., once every second or once every few
seconds) and tracks the motion 20 within a motion tracking
tolerance (e.g., within a few millimeters) at a motion tracking
update rate (e.g., once every 10-100 milliseconds).
[0079] During play of a video game, the game console device 12
receives a gaming object response regarding a video game function
from the gaming object 14. The gaming object 14 may be a wireless
game controller and/or any object used or worn by the player to
facilitate play of a video game. For example, the gaming object 14
may be a simulated sword, a simulated gun, a helmet, a vest, a hat,
shoes, socks, pants, shorts, gloves, etc.
[0080] The game console device 12 integrates the gaming object
response and the motion 20 of the player and/or the gaming object
14 with the video game function. For example, if the video game
function corresponds to a video tennis lesson (e.g., a ball machine
feeding balls), the game console device 12 tracks the motion of the
player 16 and the associated gaming object 14 (e.g., a simulated
tennis racket) and maps the motion 20 with the feeding balls to
emulate a real tennis lesson. The motion 20, which includes
direction and velocity, enables the game console device 12 to
determine how the tennis ball is being struck. Based on how it is
being struck, the game console device 12 determines the ball's path
and provides a video representation thereof.
[0081] FIG. 2 is a schematic block diagram of a side view of an
embodiment of a gaming system 10 of FIG. 1 to illustrate that the
position 18 and motion tracking 20 are done in three-dimensional
space. Since the game console device 12 does three-dimensional
positioning 18 and motion tracking 20, the distance and/or angle of
the gaming object 14 and/or player 16 to the game console device 12
is a negligible factor. As such, the gaming system 10 provides
accurate motion tracking of the gaming object 14 and/or player 16,
which may be used to map the player's movements to a graphics image
for true interactive video game play.
[0082] FIG. 3 is a schematic block diagram of an overhead view of
another embodiment of a gaming system 10 that includes the game
console device 12, the gaming objects 14-15, and one or more
peripheral sensors 36-40. The game console device 12 includes a
video display interface 34 (e.g., a video display driver, a video
graphics accelerator, a video graphics engine, a video graphics
array (VGA) card, etc.), a transceiver 32 (which may include a
peripheral sensor), and a processing module 30. The processing
module 30 may be a single processing device or a plurality of
processing devices. Such a processing device may be a
microprocessor, micro-controller, digital signal processor,
microcomputer, central processing unit, field programmable gate
array, programmable logic device, state machine, logic circuitry,
analog circuitry, digital circuitry, and/or any device that
manipulates signals (analog and/or digital) based on hard coding of
the circuitry and/or operational instructions. The processing
module 30 may have an associated memory and/or memory element (not
shown), which may be a single memory device, a plurality of memory
devices, and/or embedded circuitry of the processing module. Such a
memory device may be a read-only memory, random access memory,
volatile memory, non-volatile memory, static memory, dynamic
memory, flash memory, cache memory, and/or any device that stores
digital information. Note that when the processing module 30
implements one or more of its functions via a state machine, analog
circuitry, digital circuitry, and/or logic circuitry, the memory
and/or memory element storing the corresponding operational
instructions may be embedded within, or external to, the circuitry
comprising the state machine, analog circuitry, digital circuitry,
and/or logic circuitry. Further note that, the memory element
stores, and the processing module executes, hard coded and/or
operational instructions corresponding to at least some of the
steps and/or functions illustrated in FIGS. 1-64.
[0083] In operation, the transceiver 32 generates the one or more
signals within one or more frequency bands for sweeping the area to
facilitate the determination of the gaming environment. In
addition, the transceiver 32 generates signals during video game
play to facilitate the determination of the gaming objects' and/or
the player's position 18 and generates signals to facilitate the
determination of the gaming object's and/or the player's motion 20.
For example, the transceiver 32 may utilize a first technique,
which provides a first tolerance, (e.g., accuracy within a meter as
may be obtained by a 2.4 GHz or 5 GHz localized positioning system
as will be discussed with reference to FIGS. 6, 7, 27-29) to
determine the position 18 of the player 16 and/or the gaming
objects 14-15 and a second technique, which provides a second
tolerance (e.g., accuracy within a few millimeters as may be
obtained by a 60 GHz localized positioning system as will be
discussed with reference to FIGS. 6, 7, 27-29 or a 60 GHz
millimeter wave (MMW) radar system as will be discussed with
reference to FIGS. 30-34).
[0084] The transceiver 32 receives responses (e.g., reflection of
the one or more signals, absorption of the one or more signals,
refraction of the one or more signals, pass through of the one or
more signals, angle of incident of the one or more signals,
backscattering of the one or more signals, a response to the one or
more signals, and magnetization induced by the one or more signals
to produce measured signal effects), converts the responses to one
or more digital signals, and provides the one or more digital
signals to the processing module 30.
[0085] In an embodiment, the transceiver 32 may be an ultrasound
transceiver that transmits one or more ultrasound signals within an
ultrasound frequency band. The ultrasound transceiver receives at
least one inbound ultrasound signal (e.g., reflection, refraction,
echo, etc.) that facilitates the measuring of the at least one of:
the reflection of the one or more signals, the absorption of the
one or more signals, refraction of the one or more signals, the
pass through of the one or more signals, the angle of incident of
the one or more signals, the backscattering of the one or more
signals, and the magnetization induced by the one or more signals
to produce measured signal effects.
[0086] In an embodiment, the transceiver 32 may be a radio
frequency (RF) transceiver that transmits one or more signals
within a radio frequency band. The RF transceiver receives at least
one inbound RF signal (e.g., reflection, refraction, response,
backscatter, etc.) that facilitates the measuring of the at least
one of: the reflection of the one or more signals, the absorption
of the one or more signals, refraction of the one or more signals,
the pass through of the one or more signals, the angle of incident
of the one or more signals, the backscattering of the one or more
signals, and the magnetization induced by the one or more signals
to produce measured signal effects.
[0087] In an embodiment, the transceiver 32 is a microwave
transceiver that transmits the one or more signals within a
microwave frequency band. The microwave transceiver receives at
least one inbound microwave signal (e.g., reflection, refraction,
response, backscatter, etc.) that facilitates the measuring of the
at least one of: the reflection of the one or more signals, the
absorption of the one or more signals, refraction of the one or
more signals, the pass through of the one or more signals, the
angle of incident of the one or more signals, the backscattering of
the one or more signals, and the magnetization induced by the one
or more signals to produce measured signal effects.
[0088] In an embodiment, the transceiver 32 is an infrared
transceiver that transmits the one or more signals within an
infrared frequency band. The infrared transceiver receives at least
one inbound infrared signal (e.g., reflection, refraction, angle of
incidence, response, backscatter, etc.) that facilitates the
measuring of the at least one of: the reflection of the one or more
signals, the absorption of the one or more signals, refraction of
the one or more signals, the pass through of the one or more
signals, the angle of incident of the one or more signals, the
backscattering of the one or more signals, and the magnetization
induced by the one or more signals to produce measured signal
effects.
[0089] In an embodiment, the transceiver 32 is a laser transceiver
that transmits the one or more signals within a visible light
frequency band. The laser transceiver, which may use fiber optics,
receives at least one inbound visible light signal (e.g.,
reflection, refraction, response, backscatter, etc.) that
facilitates the measuring of the at least one of: the reflection of
the one or more signals, the absorption of the one or more signals,
refraction of the one or more signals, the pass through of the one
or more signals, the angle of incident of the one or more signals,
the backscattering of the one or more signals, and the
magnetization induced by the one or more signals to produce
measured signal effects.
[0090] In an embodiment, the transceiver 32 is a digital camera
that utilizes ambient light as the one or more signals within the
visible light frequency band. The digital camera receives the at
least one inbound visible light signal (e.g., reflection and/or
refraction of light off the gaming environment, the player, and the
gaming object) that facilitates the measuring of the at least one
of: the reflection of the one or more signals, the absorption of
the one or more signals, refraction of the one or more signals, the
pass through of the one or more signals, the angle of incident of
the one or more signals, the backscattering of the one or more
signals, and the magnetization induced by the one or more signals
to produce measured signal effects.
[0091] In an embodiment, the transceiver 32 is an ultraviolet
transceiver that transmits the one or more signals within an
ultraviolet radiation frequency band. The ultraviolet transceiver
receives at least one inbound ultraviolet radiation signal (e.g.,
reflection, absorption, and/or refraction of UV light off the
gaming environment, the player, and the gaming object) that
facilitates the measuring of the at least one of: the reflection of
the one or more signals, the absorption of the one or more signals,
refraction of the one or more signals, the pass through of the one
or more signals, the angle of incident of the one or more signals,
the backscattering of the one or more signals, and the
magnetization induced by the one or more signals to produce
measured signal effects.
[0092] In an embodiment, the transceiver 32 is an X-ray transceiver
that transmits the one or more signals within an X-ray frequency
band. The X-ray transceiver receives at least one inbound X-ray
signal (e.g., reflection, absorption, and/or refraction of UV light
off the player and/or the gaming object) that facilitates the
measuring of the at least one of: the reflection of the one or more
signals, the absorption of the one or more signals, refraction of
the one or more signals, the pass through of the one or more
signals, the angle of incident of the one or more signals, the
backscattering of the one or more signals, and the magnetization
induced by the one or more signals to produce measured signal
effects.
[0093] In an embodiment, the transceiver 32 is a magnetic source
that transmits the one or more signals as one or more magnetic
signals. The magnetic source receives at least one inbound magnetic
field that facilitates the measuring of the at least one of: the
reflection of the one or more signals, the absorption of the one or
more signals, refraction of the one or more signals, the pass
through of the one or more signals, the angle of incident of the
one or more signals, the backscattering of the one or more signals,
and the magnetization induced by the one or more signals to produce
measured signal effects. For instance, the magnetic source may
include three coils to generate magnetic gradients in the x, y and
z directions of the magnetic source. The coils may be powered by
amplifiers that enable rapid and precise adjustments of the coil's
field strength and direction.
[0094] In an embodiment, the transceiver 32 may include one or more
of the ultrasound transceiver, the RF transceiver, the microwave
transceiver, the infrared transceiver, the laser transceiver, the
digital camera, the ultraviolet transceiver, the X-ray transceiver,
and the magnetic source transceiver.
[0095] The processing module 30 receives the one or more digital
signals from the transceiver 32 and processes them to determine the
gaming environment 22, the position 18 of the player 16 and/or the
gaming objects 14-15, and the motion 20 of the player 16 and/or the
gaming object 14. Such processing includes one or more of
determining reflection of the one or more signals, determining the
absorption of the one or more signals, determining refraction of
the one or more signals, determining the pass through of the one or
more signals, determining the angle of incident of the one or more
signals, interpreting the backscattering of the one or more
signals, interpreting a signal response, and determining the
magnetization induced by the one or more signals. The process
further includes identifying objects, players, and gaming objects
based on the preceding determinations and/or interpretations.
[0096] The one or more peripheral sensors 36-40, which may be a
ultrasound transceiver, the RF transceiver, the microwave
transceiver, the infrared transceiver, the laser transceiver, the
digital camera, the ultraviolet transceiver, the X-ray transceiver,
the magnetic source transceiver, an access point, a local
positioning system transmitter, a local positioning system
receiver, etc., transmits one or more signals and receives
responses thereto that facilitate the determination of the player's
and/or gaming object's position 18 and/or motion 20. The peripheral
sensors 36-40 may be enabled at the same time using different
frequencies, different time slots, time-space encoding,
frequency-spacing encoding or may enabled at different times in a
round robin, poling, or token passing manner.
[0097] In the example of FIG. 3, the player 16 is using two or more
video gaming objects 14-15 to play the video game. In this
instance, the game console device 12, alone or with data provided
by one or more of the peripheral sensors 36-40, determines position
of the player 16, a first associated gaming object 14, and a second
associated gaming object 15 within the gaming environment 22 in
accordance with the coordinate system. The game console device 12
tracks the motion of the player 16, the motion of the first
associated gaming object 14, and the motion of the second
associated gaming object 15.
[0098] The game console device 12 receives a first gaming object
response regarding the video game function from the first
associated gaming object 14 and a second gaming object response
regarding the video game function from the second associated gaming
object 15. The game console device 12 integrates the first gaming
object response, the second gaming object response, the motion of
the first player, the motion of the second player, the motion of
the first associated gaming object, and the motion of the second
associated gaming object with the video game function.
[0099] While the preceding discussion has focused on a video game
system, the concepts of position and motion tracking are applicable
for a wide variety of applications. For example, the a position and
motion tracking apparatus may be used for home security, baby
monitoring, store security, shop-lifting detection, concealed
weapon detection, etc. Such an apparatus includes a transceiver
section and a processing module. The transceiver section transmits
one or more signals within one or more frequency bands in a given
area. The one or more signals may be in the ultrasound frequency
band of 20 KHz to 200 MHz, the radio frequency band of 30 HZ to 3
GHz, the microwave frequency band of 3 GHz to 300 GHz, the infrared
(IR) frequency band of 300 GHz to 428 THz, the visible light
frequency band of 428 THz to 750 THz (n.times.10.sup.12), the
ultraviolet radiation frequency band of 750 THz to 30 PHz
(n.times.10.sup.15), and/or the X-Ray frequency band of 30 PHz to
30 EHz (n.times.10.sup.18).
[0100] The transceiver section determines a response to the one or
more signals (e.g., an inbound ultrasound signal, an inbound RF
signal, an inbound microwave signal, an inbound IR signal, an
inbound visible light signal, an inbound ultraviolet light signal,
an inbound X-ray signal, and/or an inbound magnetic field). The
transceiver section converts the response into a digital response
signal.
[0101] The processing module processes the digital response signal
to determine a measure of at least one of: reflection of the one or
more signals, absorption of the one or more signals, refraction of
the one or more signals, pass through of the one or more signals,
angle of incident of the one or more signals, backscattering of the
one or more signals, and magnetization induced by the one or more
signals to produce measured signal effects. The apparatus then
identifies different objects based on the measured signal effects
(e.g., inanimate objects have different reflective, absorption,
pass through, and/or refractive properties of the one or more
signals than animate beings).
[0102] The processing module then determines distance of the
different objects with respect to itself. From this data, the
apparatus generates a three-dimensional topographic map of the area
to produce a digital representation of the environment. The
apparatus then maps the environment to a coordinate system (e.g., a
three-dimensional Cartesian coordinate system [x, y, x], a
spherical coordinate system [p, (.rho., .phi., .theta.], etc.) and
determines the position of an object or person within the
environment in accordance with the coordinate system.
[0103] Once the position is determined, the processing module
tracks the motion of the object or person. For motion tracking, the
transceiver section receives responses that provide millimeter
accuracy of the object and or person (e.g., 60 GHz signals, light,
etc.) and converts the responses to digital signals. The processing
module processes the digital signals with respect to the
environment and the object or person to track motion.
[0104] FIG. 4 is a schematic block diagram of a side view of
another embodiment of a gaming system 10 that includes one or more
gaming objects 14-15, the player 16, the game console device 12,
and one or more sensing tags 44 proximal to the player 16 and/or to
the gaming object 14-15. The one or more sensing tags 44 may be a
metal patch, an RFID tag, a light reflective material, a light
absorbent material, a specific RGB [red, green, blue] color, a 60
GHz transceiver, and/or any other component, material, and/or
texture that assists the game console device 12 in determining the
position and/or motion of the player 16 and/or the gaming object
14-15. For example, the metal patch will reflect RF and/or
microwave signals at various angles depending on the position of
the metal patch with respect to the game console device 12. The
game console device 12 utilizes the various angles to determine the
position and/or motion of the player 16 and/or the gaming object
14-15.
[0105] As another example, the gaming objects 14-15 may include a
game controller that is held by the player and may further include
a helmet, a shirt, pants, gloves, and/or socks, which are worn by
the player. Each of the gaming objects 14-15 includes one or more
sensing tags 44, which facilitate the determining of the position
18 and/or motion 20. An example of a gaming system 10 using RFID
tags will be discussed with reference to FIGS. 51-54.
[0106] FIG. 5 is a schematic block diagram of an overhead view of
another embodiment of a gaming system 10 that includes a game
console device 12, a plurality of players 16, 50 and a plurality of
gaming objects 14, 52. In this system, the game console device 12
determines the position 18 of the first player 16 and/or the
associated gaming object 14 within the gaming environment 22 in
accordance with the coordinate system. The game console device 12
also determines the position 54 of the second player 50 and/or the
associated gaming object 52 within the gaming environment in
accordance with the coordinate system.
[0107] The game console device 12 separately tracks the motion 20
of the first player 16, the motion 20 of the first associated
gaming object 14, the motion 56 of the second player 50, and the
motion 56 of the second associated gaming object 52. While tracking
the motion of the players and/or gaming objects, the game console
may receive a gaming object response regarding the video game
function from the first and/or the second associated gaming object
14, 52.
[0108] The game console device 12 integrates the first and/or
second gaming object response, the motion of the first player, the
motion of the second player, the motion of the first associated
gaming object, and the motion of the second associated gaming
object with the video game function. While the present example
shows two players and associated gaming objects, more than two
players and associated gaming objects could be in the gaming
environment. In this instance, the game console device 12
separately determines the position and the motion of the players
and the associated gaming objects as previously discussed and
integrates their play in the video gaming graphics being
displayed.
[0109] FIG. 6 is a schematic block diagram of another embodiment of
a gaming system 10 that includes a game console device 12, a
plurality of localized position system (LPS) transmitters 60-64, at
least one gaming object 14, and an LPS receiver 66 associated with
the gaming object 14. The LPS receiver 66 and the gaming object 14
may be separate devices or an integrated device. For example, the
LPS receiver 66 may be a packaged printed circuit board (PCB) that
includes an integrated circuit (IC) LPS receiver and the gaming
object 14 is a game controller, where the packaged PCB is
attachable to the game controller. As another example, the gaming
object 14 and the LPS receiver 66 may be integrated in a device,
such as a cell phone, a game controller, a personal digital
assistant, a handheld computing unit, etc.
[0110] Each LPS transmitter 60-64 includes an accurate clock (e.g.,
an atomic clock) or is coupled to an accurate clock source (e.g.,
has a global positioning system (GPS) receiver) to provide an
accurate time standard available for synchronization at any point
in the physical area. Each LPS transmitter 60-64 transmits a spread
spectrum signal containing a BPSK (Bi-Phase Switched keyed) signal
in which 1's & 0's are represented by reversal of the phase of
the carrier. This message is transmitted at a specific frequency at
a "chipping rate" of x bits per second (e.g., 50 bits per
millisecond). The message may repeat every 30 milliseconds (or more
frequently) and may be referred as a local C/A signal (Coarse
Acquisition signal). This message contains information regarding
the entire LPS and information regarding the LPS transmitter
sending the local C/A signal.
[0111] The LPS receiver 66 utilizes the local C/A signals to
determine its position within a given coordinate system (See FIGS.
8-14, 16-21). In particular, the LPS receiver 66 determines a time
delay for at least some of the plurality of local C/A signals in
accordance with the at least one clock signal. The LPS receiver 66
calculates distance (e.g., d1, d2, and d3) to the LPS transmitters
60-64 based on the time delays for at least some of the plurality
of C/A signals. In other words, for each LPS RF signal received,
which is received from different LPS transmitters 60-64, the LPS
receiver 66 calculates a time delay with respect to the
corresponding LPS transmitter. For instance, the LPS receiver 66
identifies each LPS transmitters 60-64 signal by its distinct C/A
code pattern, then measures the time delay for each LPS
transmitter. To do this, the receiver 66 produces an identical C/A
sequence using the same seed number as the LPS transmitter. By
lining up the two sequences, the receiver can measure the delay and
calculate the distance to the LPS transmitter 60-64.
[0112] The LPS receiver 66 then calculates the position of the
corresponding plurality of LPS transmitters based on the local C/A
signals. For example, the LPS receiver 66 uses the position data of
the local C/A signals to calculate the LPS transmitter's position.
The LPS receiver then determines its location based on the distance
of the corresponding plurality of LPS transmitters and the position
of the corresponding plurality of LPS transmitters 60-64. For
instance, by knowing the position and the distance of an LPS
transmitter, the LPS receiver can determine it's location to be
somewhere on the surface of an imaginary sphere centered on that
LPS transmitter and whose radius is the distance to it. When four
LPS transmitters 60-64 are measured simultaneously, the
intersection of the four imaginary spheres reveals the location of
the receiver. Often, these spheres will overlap slightly instead of
meeting at one point, so the receiver will yield a mathematically
most-probable position (and often indicate the uncertainty).
[0113] The LPS receiver 66, via the gaming object 14, transmits its
position within the coordinate system to the game console device
12. Alternatively, the LPS receiver 66, via the gaming object 14,
may provide the LPS transmitter distances (e.g., d1, d2, and d3) to
the game console device 12 such that the game console device 12 can
determine the position of the gaming object within the gaming
environment. Depending on the frequency of transmitting the C/A
signals, the accuracy of the clocks, and carrier frequency of the
signals, the accuracy of the gaming object's position may be within
a few millimeters to about a meter. If the accuracy is the former,
then this arrangement may also be used to track the motion of the
player and/or gaming object. If the accuracy is the latter, then
this arrangement may be used to determine the player's and/or
gaming object's position and another scheme would be used to track
their motion.
[0114] FIG. 7 is a schematic block diagram of another embodiment of
a gaming system 10 that includes a game console device 12, at least
one gaming object 14, a player 16, a local positioning system (LPS)
transmitter 74, and a plurality of LPS receivers 68-72. The LPS
transmitter 74 and the gaming object 14 may be separate devices or
an integrated device. For example, the LPS transmitter 74 may be a
packaged printed circuit board (PCB) that includes an integrated
circuit (IC) LPS transmitter and the gaming object 14 is a game
controller, where the packaged PCB is attachable to the game
controller. As another example, the gaming object 14 and the LPS
transmitter 74 may be integrated in a device, such as a cell phone,
a game controller, a personal digital assistant, a handheld
computing unit, etc.
[0115] The LPS transmitter 74 includes an accurate clock and
transmits a narrow pulse (e.g., pulse width less than 1 nano
second) at a desired rate (e.g., once every milli second to once
every few seconds). The narrow pulse signal includes a time stamp
of when it is transmitted.
[0116] The LPS receivers 68-72 receive the narrow pulse signal and
determine their respective distances (e.g., d1, d2, and d3) to the
LPS transmitter 74. In particular, an LPS receiver 68-72 determines
the distance to the LPS transmitter 74 based on the time stamp and
the time at which the LPS receiver received the signal. Since the
narrow pulse travels at the speed of light, the distance can be
readily determined.
[0117] The plurality of distances between the LPS receivers 68-72
and the LPS transmitter 74 are then processed (e.g., by the game
console device 12 or by a master LOS receiver) to determine the
position of the LPS transmitter 74 within the local physical area
in accordance with the known positioning of the LPS receivers
68-72. For instance, with the known position of an LPS receiver and
its distance to the LPS transmitter 74, the LPS receiver (the game
console device or a master LPS receiver) can determine the LPS
transmitter's location to be somewhere on the surface of an
imaginary sphere centered on the LPS receiver and whose radius is
the distance to it. When the distance to four LPS receivers is
known, the intersection of the four imaginary spheres reveals the
location of the LPS transmitter 74.
[0118] The processing of the LPS receiver to transmitter distances
may be performed by a master LPS receiver, by the game console
device 12, by a motion tracking processing module, and/or by an LPS
computer coupled to the plurality of LPS receivers. The motion
tracking processing module may be a single processing device or a
plurality of processing devices. Such a processing device may be a
microprocessor, micro-controller, digital signal processor,
microcomputer, central processing unit, field programmable gate
array, programmable logic device, state machine, logic circuitry,
analog circuitry, digital circuitry, and/or any device that
manipulates signals (analog and/or digital) based on hard coding of
the circuitry and/or operational instructions. The processing
module may have an associated memory and/or memory element, which
may be a single memory device, a plurality of memory devices,
and/or embedded circuitry of the processing module. Such a memory
device may be a read-only memory, random access memory, volatile
memory, non-volatile memory, static memory, dynamic memory, flash
memory, cache memory, and/or any device that stores digital
information. Note that when the processing module implements one or
more of its functions via a state machine, analog circuitry,
digital circuitry, and/or logic circuitry, the memory and/or memory
element storing the corresponding operational instructions may be
embedded within, or external to, the circuitry comprising the state
machine, analog circuitry, digital circuitry, and/or logic
circuitry. Further note that, the memory element stores, and the
processing module executes, hard coded and/or operational
instructions corresponding to at least some of the steps and/or
functions illustrated in FIGS. 1-64.
[0119] Depending on the frequency of transmitting the pulse
signals, the accuracy of the clocks, and carrier frequency of the
signals, the accuracy of the gaming object's position may be within
a few millimeters to about a meter. If the accuracy is the former,
then this arrangement may also be used to track the motion of the
player and/or gaming object. If the accuracy is the latter, then
this arrangement may be used to determine the player's and/or
gaming object's position and another scheme would be used to track
their motion.
[0120] With respect to FIGS. 6 and 7, an LPS system may includes
both a plurality of LPS transmitters as in FIG. 6 and a plurality
of LPS receivers as in FIG. 7, where the LPS device on the person
includes both the LPS receiver of FIG. 6 and the LPS transmitter of
FIG. 7. Note the LPS transmitters of the FIG. 6 and the LPS
transmitters of FIG. 7 may be stand-alone devices positioned
through a localized physical area (e.g., a home, an office, a
building, etc.) or may be included within a device that positioned
through the localized physical area. For example, the LPS
transmitters of FIG. 6 and the LPS receivers of FIG. 7 may be
included in access points of a WLAN, may be included in smoke
detectors, motion detectors of a security system, speakers of an
intercom system, light fixtures, light bulbs, electronic equipment
(e.g., computers, TVs, radios, clocks, etc.), and/or any device or
object found or used in a localized physical area.
[0121] FIGS. 8-10 are diagrams of an embodiment of a
three-dimensional Cartesian coordinate system of a localized
physical area that may be used for a gaming system 10. In these
figures an x-y-z origin is selected to be somewhere in the
localized physical area and the position and motion of the player
16 and/or the gaming object 14 is determined with respect to the
origin (e.g., 0, 0, 0). For example, a point (e.g., x1, y1, z1) on
the player is used to identify its position in the gaming
environment and a point (e.g., x2, y2, z2) on the gaming object 14
is used to identify its position in the gaming environment. As the
player and/or gaming object move, its new position is identified
within the gaming environment and the relation between the old
point and the new point is used to determine three-dimensional
motion.
[0122] FIGS. 11-13 are diagrams of an embodiment of a spherical
coordinate system of a localized physical area that may be used for
a gaming system 10. In these figures an origin is selected to be
somewhere in the localized physical area and the position and
motion of the player 16 and/or the gaming object 14 is determined
with respect to the origin. For example, the position of the player
may be represented as vector, or spherical coordinates, (.rho.,
.phi., .theta.), where .rho..gtoreq.0 and is the distance from the
origin to a given point P; 0.ltoreq..phi..ltoreq.180.degree. and is
the angle between the positive z-axis and the line formed between
the origin and P; and 0.ltoreq.0.ltoreq.360.degree. and is the
angle between the positive x-axis and the line from the origin to P
projected onto the xy-plane. In general, .phi. is referred to as
the zenith, colatitude or polar angle, .theta. is referred to as
the azimuth. .phi. and .theta. lose significance when p=0 and
.theta. loses significance when sin(.phi.)=0 (at .phi.=0 and
.phi.=180.degree.). A point is plotted from its spherical
coordinates, by going p units from the origin along the positive
z-axis, rotate .phi. about the y-axis in the direction of the
positive x-axis and rotate .theta. about the z-axis in the
direction of the positive y-axis.
[0123] For example, a point (e.g., .rho.1, .phi.1, .theta.1) on the
player is used to identify its position in the gaming environment
and a point (e.g., .rho.2, .phi.2, .theta.2) on the gaming object
14 is used to identify its position in the gaming environment. As
the player and/or gaming object move, its new position is
identified within the gaming environment and the relation between
the old point and the new point is used to determine
three-dimensional motion. While FIGS. 8-13 illustrate two types of
coordinate system, any three-dimensional coordinate system may be
used for tracking motion and/or establishing position within a
gaming system.
[0124] FIG. 14 is a diagram of a method for determining position
and/or motion tracking that begins at step 80 where the game
console device determines the gaming environment 22 (e.g.,
determining the properties of the localized physical area such as
height, width, depth, objects in the physical area, etc.). The
method then continues at step 82 where the game console device maps
the gaming environment to a coordinate system (e.g., Cartesian
coordinate system of FIGS. 8-10 or spherical system of FIGS.
11-13). The method continues at step 84 where the game console
device determines position of the player and/or the gaming object
within the gaming environment in accordance with the coordinate
system.
[0125] The method continues at step 86 where the game console
device tracks the motion of the player and/or the gaming object. In
a system that includes two or more players, the game console device
separately determines the players' position and separately tracks
their motion. In a system where a player has two or more gaming
objects, the game console device separately determines the gaming
objects' position and separately tracks their motion. In a system
that includes multiple players and at least one player has multiple
gaming objects, the game console device separately determines the
players' position, separately tracks their motion, separately
determines the gaming objects' position and separately tracks the
gaming objects' motion. With respect to motion tracking, an object
moving at 200 miles per hour (mph) moves 0.1 millimeters per
millisecond; thus determining a new position every 10 milliseconds
(mS) provides about 1 millimeter accuracy for objects moving at 200
mph. As such, the game console device may determine the new
position of the player and/or gaming object every 10 mS and use the
old and new positions to determine the motion of the player and/or
gaming object.
[0126] The method continues at step 88 where the game console
device receives a gaming object response regarding a video game
function from a gaming object. The method continues at step 90
where the game console device integrates the gaming object response
and the motion of the at least one of the player and the gaming
object with the video game function. If the system includes
multiple players and/or multiple gaming objects, the game console
device 12 integrates their motion into the video game graphics
being displayed. If the game console device receives multiple
gaming object responses, the game console device integrates them
into the video game graphics being displayed.
[0127] FIG. 15A is a diagram of another method for determining
position and/or motion tracking that begins at step 100 where an
origin of a Cartesian coordinate system (e.g., the coordinate
system of FIGS. 8-10) is determined. The origin may be any other
point within the localized physical area of the gaming environment
(e.g., a point on the game console device). The method continues in
one or more branches. At step 106, the initial coordinates of the
player are determined using one or more of a plurality of position
determining techniques as described herein. This branch continues
at step 108 by updating the player's position to track the player's
motion using one or more of a plurality of motion tracking
techniques as described herein.
[0128] The other branch begins at step 102 where the coordinates of
the gaming object's initial position are determined using one or
more of a plurality of position determining techniques as described
herein. This branch continues at step 104 by updating the gaming
object's position to track the gaming object's motion using one or
more of a plurality of motion tracking techniques as described
herein. Note that the rate of tracking the motion of the player
and/or gaming object may be done at a rate based on the video
gaming being played and the expected speed of motion. Further note
that a tracking rate of 1 millisecond provides 0.1 mm accuracy in
motion tracking.
[0129] FIG. 15B is a diagram of another method for determining
position and/or motion tracking that begins at step 110 by
determining a reference point within a coordinate system (e.g., the
vector coordinate system of FIGS. 11-13). The reference point may
be the origin or any other point within the localized physical
area. The method continues in one or more branches. At step 116, a
vector with respect to the reference point is determined to
indicate the player's initial position, which may be done by using
one or more of a plurality of position determining techniques as
described herein. This branch continues at step 118 by updating the
player's position to track the player's motion using one or more of
a plurality of motion tracking techniques as described herein.
[0130] The other branch begins at step 112 by determining a vector
with respect to the reference point for the gaming object to
establish its initial position, which may be done by using one or
more of a plurality of position determining techniques as described
herein. This branch continues at step 114 by updating the gaming
object's position to track the gaming object's motion using one or
more of a plurality of motion tracking techniques as described
herein. Note that the rate of tracking the motion of the player
and/or gaming object may be done at a rate based on the video
gaming being played and the expected speed of motion. Further note
that a tracking rate of 1 millisecond provides 0.1 mm accuracy in
motion tracking.
[0131] FIGS. 16-18 are diagrams of another embodiment of a
coordinate system of a localized physical area that may be used for
a gaming system 10. In these figures an xyz origin is selected to
be somewhere in the localized physical area and the initial
position of a point being tracked on the player and/or gaming
object is determined based on its Cartesian coordinates with
respect to the origin. As a point moves from one position (e.g.,
x0, y0, z0) to a new position (e.g., x1, y1, z1), the movement is
tracked based on the two positions (e.g., .DELTA.x=x0-x1,
.DELTA.y=y0-y1, .DELTA.z=z0-z1). Note that the player and the
gaming object may each have several points that are tracked and
used to determine position and motion.
[0132] The positioning and motion tracking of the player (i.e., one
or more points on the player) and/or gaming object (i.e., one or
more points on the gaming object) may be done with respect to the
origin or with respect to each other. For instance, the gaming
object's position and motion may be determined with reference to
the origin and the position and motion of the player may be
determined with reference to the position and motion of the gaming
object. Alternatively, the player's position and motion may be
determined with reference to the origin and the position motion of
the gaming object may be determined with reference to the player's
position and motion.
[0133] FIGS. 19-21 are diagrams of an embodiment of a spherical
coordinate system of a localized physical area that may be used for
a gaming system 10. In these figures an origin, or reference point,
is selected to be somewhere in the localized physical area and the
initial position of a point being tracked on the player and/or
gaming object is determined based on its spherical coordinates with
respect to the origin. As a point moves from one position (e.g.,
.rho.0, .phi.0, .theta.0) to a new position (e.g., .rho.1, .phi.1,
.theta.1), the movement is tracked based on the two positions
(e.g., .DELTA.V=V0-V1 or .DELTA..rho.=.rho.0-.rho.1,
.DELTA..phi.=.phi.0-.phi.1, .DELTA..theta.=.theta.0-.theta.1). Note
that the player and the gaming object may each have several points
that are tracked and used to determine position and motion.
[0134] The positioning and motion tracking of the player (i.e., one
or more points on the player) and/or gaming object (i.e., one or
more points on the gaming object) may be done with respect to the
origin of the spherical coordinate system or with respect to each
other. For instance, the gaming object's position and motion may be
determined with reference to the origin and the position and motion
of the player may be determined with reference to the position and
motion of the gaming object. Alternatively, the player's position
and motion may be determined with reference to the origin and the
position motion of the gaming object may be determined with
reference to the player's position and motion.
[0135] FIG. 22 is a diagram of another method for determining
position and/or motion tracking that begins at step 120 by
determining environment parameters (e.g., the gaming environment)
of the physical area in which the gaming object resides and/or in
which the game system resides. The environmental parameters
include, but are not limited to, height, width, and depth of the
localized physical area, objects in the physical area, differing
materials in the physical area, multiple path effects, interferers,
etc.
[0136] The method continues at step 122 by mapping the environment
parameters to a coordinate system (e.g., one of the systems shown
in FIGS. 8-13). As an example, if the physical area is a room, a
point in the room is selected as the origin and the coordinate
system is applied to at least some of the room. In addition,
inanimate objects in the room (e.g., a couch, a chair, etc.) are
mapped to the coordinate system based on their physical location in
the room.
[0137] The method continues at step 124 by determining the
coordinates of the player's, or players', position in the physical
area. The method continues at step 126 by determining the
coordinates of a gaming object's initial position. Note that the
positioning of the gaming object may be used to determine the
position of the player(s) if the gaming object is something worn by
the player or is in close proximity to the player. Alternatively,
the initial position of the player may be used to determine the
initial position of the gaming object. Note that one or more of the
plurality of positioning techniques described herein may be used to
determine the position of the player and/or of the gaming
object.
[0138] The method continues at step 128 by updating the coordinates
of the player's, or players', position in the physical area to
track the player's, or players', motion. The method continues at
step 130 by updating the coordinates of a gaming object's position
to track its motion. Note that the motion of the gaming object may
be used to determine the motion of the player(s) if the gaming
object is something worn by the player or is in close proximity to
the player. Alternatively, the motion of the player may be used to
determine the motion of the gaming object. Note that one or more of
the plurality of motion techniques described herein may be used to
determine the position of the player and/or of the gaming
object.
[0139] In another embodiment, the method of FIG. 22 may be
performed by the game console device that begins with determining
at least one positioning coordinate for the player with respect to
an origin of the coordinate system and determining at least one
positioning coordinate for the gaming object with respect to the at
least one positioning coordinate for the player. The method
continues with the game console device determining at least one
next positioning coordinate for the player with respect to the
origin and determining at least one next positioning coordinate for
the gaming object with respect to the at least one next positioning
coordinate for the player. The method continues with the game
console device determining the motion of the player, with respect
to the origin, based on the at least one positioning coordinate for
the player and the at the least one next positioning coordinate for
the player. The method also includes the game console device
determining the motion of the gaming object, with respect to the
player, based on the at least one positioning coordinate for the
gaming object and the at the least one next positioning coordinate
for the gaming object.
[0140] FIG. 23 is a diagram of another method for determining
position and/or motion tracking that begins at step 140 by
determining a reference point within the physical area in which the
gaming object lays and/or in which the game system lays. The method
then continues at step 142 by determining a vector for a player's
initial position with respect to a reference point of a coordinate
system (e.g., one of the systems shown in FIGS. 11-13). As an
example, if the physical area is a room, a point in the room is
selected as the origin and the coordinate system is applied to at
least some of the room.
[0141] The method continues at step 144 by determining a vector of
a gaming object's initial position. Note that the positioning of
the gaming object may be used to determine the position of the
player(s) if the gaming object is something worn by the player or
is close proximity to the player. Alternatively, the initial
position of the player may be used to determine the initial
position of the gaming object. Note that one or more of the
plurality of positioning techniques described herein may be used to
determine the position of the player and/or of the gaming
object.
[0142] The method continues at step 146 by updating the vector of
the player's, or players', position in the physical area to track
the player's motion. The method continues at step 148 by updating
the vector of the gaming object's position to track its motion.
Note that the motion of the gaming object may be used to determine
the motion of the player(s) if the gaming object is something worn
by the player or is close proximity to the player. Alternatively,
the motion of the player may be used to determine the motion of the
gaming object. Note that one or more of the plurality of motion
techniques described herein may be used to determine the position
of the player and/or of the gaming object.
[0143] FIG. 24 is a diagram of another method for determining
position and/or motion tracking that begins at step 150 by
determining environment parameters of the physical area in which
the gaming object lays and/or in which the game system lays. The
environmental parameters include, but are not limited to, height,
width, and depth of the localized physical area, objects in the
physical area, differing materials in the physical area, multiple
path effects, interferers, etc.
[0144] The method continues at step 152 by mapping the environment
parameters to a coordinate system (e.g., one of the systems shown
in FIGS. 16-18). As an example, if the physical area is a room, a
point in the room is selected as the origin and the coordinate
system is applied to at least some of the room. In addition,
objects in the room (e.g., a couch, a chair, etc.) are mapped to
the coordinate system based on their physical location in the
room.
[0145] The method continues at step 154 by determining the
coordinates of the gaming object's initial position in the physical
area. The method continues at step 156 by determining the
coordinates of the player's initial position with respect to the
gaming object's initial position. Note that one or more of the
plurality of positioning techniques described herein may be used to
determine the position of the player and/or of the gaming
object.
[0146] The method continues at step 156 by updating the coordinates
of the gaming object's position in the physical area to track its
motion. The method continues at step 158 by updating the
coordinates of the player's position to track the player's motion
with respect to the gaming object. Note that one or more of the
plurality of motion techniques described herein may be used to
determine the position of the player and/or of the gaming
object.
[0147] In another embodiment, the method of FIG. 24 may be
performed by the game console device that begins with determining
at least one positioning coordinate for the gaming object with
respect to an origin of the coordinate system and determining at
least one positioning coordinate for the player with respect to the
at least one positioning coordinate for the gaming object. The
method continues with the game console device determining at least
one next positioning coordinate for the gaming object with respect
to the origin and determining at least one next positioning
coordinate for the player with respect to the at least one next
positioning coordinate for the gaming object.
[0148] The method continues with the game console device
determining the motion of the gaming object, with respect to the
origin, based on the at least one positioning coordinate for the
gaming object and the at the least one next positioning coordinate
for the gaming object. The method continues with the game console
device determining the motion of the player, with respect to the
gaming object, based on the at least one positioning coordinate for
the player and the at the least one next positioning coordinate for
the player.
[0149] FIG. 25 is a diagram of another method for determining
position and/or motion tracking that begins at step 162 by
determining a reference point within the physical area in which the
gaming object lays and/or in which the game system lays. The method
continues at step 164 by determining a vector for a gaming object's
initial position with respect to a reference point of a coordinate
system (e.g., one of the systems shown in FIGS. 19-21). As an
example, if the physical area is a room, a point in the room is
selected as the origin and the coordinate system is applied to at
least some of the room.
[0150] The method continues at step 166 by determining a vector of
the player's initial position with respect to the gaming object's
initial position. Note that one or more of the plurality of
positioning techniques described herein may be used to determine
the position of the player and/or of the gaming object.
[0151] The method continues at step 168 by updating the vector of
the gaming object's position in the physical area to track its
motion. The method continues at step 70 by updating the vector of
the player's position with respect to the gaming object's motion to
track the player's motion. Note that one or more of the plurality
of motion techniques described herein may be used to determine the
position of the player and/or of the gaming object.
[0152] FIG. 26 is a diagram of another embodiment of a coordinate
system of a gaming system that is an extension of the coordinate
systems discussed above. In this embodiment, the coordinate system
includes a positioning coordinate grid 172 and a motion tracking
grid 174, where the motion tracking grid 174 has a finer resolution
than the positioning coordinate grid 172. For example, the player
and/or gaming object may be positioned anywhere within the gaming
environment at a given time, but, for a given time interval (e.g.,
1 second), the player's and/or gaming object's position will be
relatively fixed. However, within this relative stationary
position, the player and/or gaming object may move (e.g., a head
bob, slash of the gaming object, turn sideways, etc.) during the
given time interval. Thus, the low resolution (e.g., within a
meter) of the positioning coordinate grid 172 can be adequately
used to establish the player's and/or gaming object's relatively
stationary positions for the given time interval. Within the given
time interval, the finer resolution (e.g., within a few
millimeters) of the motion tracking grid 174 of is used at a higher
interval rate (e.g., once every 10 mS) to accurately track the
motion of the player and/or game object. Note that, once the
relatively stationary position of the player and/or gaming object
for the given time period is established, the motion tracking can
be focused to the immediate area of the relatively stationary
position.
[0153] FIG. 27 is a schematic block diagram of an embodiment of a
wireless communication system that includes a plurality of access
points 180-184, a gaming console device 12, a gaming object 14, a
device 186, and a local positioning system (LPS) receiver 66. The
LPS receiver 66 is associated with the gaming object 14 and/or with
the player 16. The game console device 12 is coupled to the
plurality of access points (AP) 180-184 and to at least one wide
area network (WAN) connection (e.g., digital subscriber loop (DSL)
connection, cable modem, satellite connection, etc.). In this
manner, the game console device 12 may function as the bridge, or
hub, for the WLAN to the outside world.
[0154] The access points 180-184 are positioned throughout a given
area to provide a seamless WLAN for the given area (e.g., a house,
an apartment building, an office building, etc.). The device 186
may be any wireless communication device that includes circuitry to
communicate with a WLAN. For example, the device may be a cell
phone, a computer, a laptop, a PDA, a cordless phone, etc.
[0155] In addition, each access point 180-184 includes an accurate
clock (e.g., an atomic clock) or is coupled to an accurate clock
source to provide an accurate time standard for synchronization at
any point in the physical area. Each AP transmits a spread spectrum
signal (s1) containing a BPSK (Bi-Phase Switched keyed) signal in
which 1's & 0's are represented by reversal of the phase of the
carrier or a signal having some other format (e.g., FM, AM, QAM,
QPSK, ASK, FSK, MSK). This message is transmitted at a specific
frequency at a "chipping rate" of x bits per second (e.g., 50 bits
per second). The signal may repeat every 10-30 millisecond (or
longer duration) and it contains information regarding the entire
LPS and information regarding the AP transmitting the signal.
Alternatively, the signal may be a very narrow pulse (e.g., less
than 1 nanosecond), repeated at a desired rate (e.g., 1-100
KHz).
[0156] The LPS receiver 66 utilizes the signals to determine its
position within a given coordinate system (See FIGS. 8-14, 16-21).
For instance, the LPS receiver 66 determines a time delay (e.g.,
t1, t2, and t3) for at least some of the plurality of signals in
accordance with the at least one clock signal. The LPS receiver 66
calculates a distance to a corresponding one of the plurality of
APs based on the time delays of the signals (s1). In other words,
for each signal received, which is received from different APs, the
LPS receiver 66 is calculating a time delay of the signal (s1)
received from the APs, or a subset thereof, (e.g., at a minimum
three and preferably four) to triangulate its position in
three-dimensional space. For instance, the LPS receiver 66
identifies each AP signal by its distinct code pattern, then
measures the time delay for each AP. To do this, the receiver 66
produces an identical signal sequence using the same seed number as
the AP. By lining up the two sequences, the receiver 66 can measure
the delay and calculate the distance to the AP.
[0157] The LPS receiver 66 then determines the position of the
corresponding plurality of APs based on the signals. For example,
the LPS receiver 66 uses the position data of the signals to
determine the APs' position. The LPS receiver 66 then determines
its location based on the distance to the APs and the position of
the APs. For instance, by knowing the position and the distance of
an AP, the LPS receiver 66 can determine it's location to be
somewhere on the surface of an imaginary sphere centered on that AP
and whose radius is the distance to it. When four APs are measured
simultaneously, the intersection of the four imaginary spheres
reveals the location of the receiver. Often, these spheres will
overlap slightly instead of meeting at one point, so the receiver
will yield a mathematically most-probable position (and often
indicate the uncertainty).
[0158] Depending on the frequency of transmitting the signal (s1),
the accuracy of the APs' clocks, and the carrier frequency of the
signal, the accuracy of the gaming object's position may be within
a few millimeters to about a meter. If the accuracy is the former,
then this arrangement may be used to determine the relative
position and to track the motion of the player and/or gaming
object. If the accuracy is the latter, then this arrangement may be
used to determine the player's and/or gaming object's position and
another scheme would be used to track their motion.
[0159] FIG. 28 is a schematic block diagram of another embodiment
of a wireless communication system that includes a plurality of
access points 180-184, a gaming console device 12, a gaming object
14, and the device 186. The gaming object 14 and/or the player 16
may have associated therewith a local positioning system (LPS)
transmitter 74. The game console device 12 is coupled to the
plurality of access points (AP) 180-184, which are positioned
throughout a given area to provide a seamless WLAN for the given
area (e.g., a house, an apartment building, an office building,
etc.). In addition, the game console device 12 is coupled to at
least one wide area network (WAN) connection (e.g., DSL connection,
cable modem, satellite connection, etc.). In this manner, the game
console device may function as the bridge, or hub, for the WLAN to
the outside world.
[0160] The LPS transmitter 74 includes an accurate clock and
transmits a narrow pulse (e.g., pulse width less than 1 nano
second) at a desired rate (e.g., once every milli second to once
every few seconds). The narrow pulse signal includes a time stamp
of when it is transmitted.
[0161] The APs 180-184 receive the narrow pulse signal and
determine their respective distances to the LPS transmitter 74. In
particular, an AP determines the distance to the LPS transmitter 74
based on the time stamp and the time at which the AP received the
signal. Since the narrow pulse travels at the speed of light, the
distance can be readily determined.
[0162] The plurality of distances between the APs 180-184 and the
LPS transmitter 74 are then processed to determine the position of
the LPS transmitter 74 within the local physical area in accordance
with the known positioning of the APs. For instance, with the known
position and the distance of an AP to the LPS transmitter 74, an AP
can determine the LPS transmitter's location to be somewhere on the
surface of an imaginary sphere centered on that AP and whose radius
is the distance to it. When the distance to four APs is known, the
intersection of the four imaginary spheres reveals the location of
the LPS transmitter.
[0163] The processing of the AP to transmitter 74 distances may be
performed by a master AP, by the game console device 12, by a
motion tracking processing module, and/or by an LPS computer
coupled to the plurality of APs 180-184. The motion tracking
processing module may be a single processing device or a plurality
of processing devices. Such a processing device may be a
microprocessor, micro-controller, digital signal processor,
microcomputer, central processing unit, field programmable gate
array, programmable logic device, state machine, logic circuitry,
analog circuitry, digital circuitry, and/or any device that
manipulates signals (analog and/or digital) based on hard coding of
the circuitry and/or operational instructions. The processing
module may have an associated memory and/or memory element, which
may be a single memory device, a plurality of memory devices,
and/or embedded circuitry of the processing module. Such a memory
device may be a read-only memory, random access memory, volatile
memory, non-volatile memory, static memory, dynamic memory, flash
memory, cache memory, and/or any device that stores digital
information. Note that when the processing module implements one or
more of its functions via a state machine, analog circuitry,
digital circuitry, and/or logic circuitry, the memory and/or memory
element storing the corresponding operational instructions may be
embedded within, or external to, the circuitry comprising the state
machine, analog circuitry, digital circuitry, and/or logic
circuitry. Further note that, the memory element stores, and the
processing module executes, hard coded and/or operational
instructions corresponding to at least some of the steps and/or
functions illustrated in FIGS. 1-64.
[0164] Depending on the frequency of transmitting the signal (s1),
the accuracy of the APs' clocks, and the carrier frequency of the
signal, the accuracy of the gaming object's position may be within
a few millimeters to about a meter. If the accuracy is the former,
then this arrangement may be used to determine the relative
position and to track the motion of the player and/or gaming
object. If the accuracy is the latter, then this arrangement may be
used to determine the player's and/or gaming object's position and
another scheme would be used to track their motion.
[0165] FIG. 29 is a schematic block diagram of another embodiment
of a wireless communication system that includes a plurality of LAN
devices 912-196, a WAN coupling device 190, a game console device
12, a gaming object 14, and a player 16. Each of the LAN devices
192-196, which may be a wired device (e.g., includes an Ethernet
network card, a fire wire interface, etc.) or a wireless device,
includes an LPS module 198-202 and the gaming object 14 and/or the
player 16 has associated therewith an LPS personal module 205. In
one embodiment, the LPS modules 198-202 include an LPS transmitter
60-64 and the LPS personal module 205 includes an LPS receiver 66
as described with reference to FIG. 6.
[0166] In another embodiment, the LPS modules 198-202 include an
LPS receiver 68-72 and the LPS personal module 205 includes an LPS
transmitter 74. Note that the WAN coupling device 190 may be a
cable modem, a DSL modem, a satellite receiver, a cable receiver,
and/or any other device that provides a WAN connection 206 to a WAN
network (e.g., the internet, a public phone system, a private
network, etc.).
[0167] FIGS. 30 and 31 are top and side view diagrams of an
embodiment of determining position and/or motion tracking using RF
and/or microwave signaling. In this embodiment, a transceiver 32
(which may be included in the game console device, coupled to a
game console, coupled to a remote game console, or coupled to a
server via an WAN connection) transmits a plurality of beamformed
signals at one or more frequencies (e.g., frequencies in the ISM
band, 29 MHz, 60 MHz, above 60 GHz, and/or other millimeter
wavelengths (MMW)) to sweep the physical area. For each signal 210
transmitted, the transceiver 32 determines the reflected signal 212
energy and may also determine the refracted signal 216 energy. The
transceiver 32 may also determine the pass through signal 214
component. Since different objects reflect, refract, and/or pass
through RF to MMW signals in different ways, the game console
device 12 can identify an object based on the reflected, refracted,
and/or pass through signal energies. For example, human beings
reflect, refract, and/or pass through RF and MMW signals in a
different way than inanimate objects such as furniture, walls,
plastics, metals, clothing, etc.
[0168] In this manner, a three dimension image of the physical area
is obtained. Further analysis of the reflected, pass through,
and/or refracted signals yields the distance to the transceiver 32.
From the distance for a plurality of beamformed signals, the
position of the objects (including the player and the gaming
object) may be determined. Note that more than one transceiver may
be used to determine the three-dimensional image of the physical
area and/or to determine positioning and/or motion tracking within
the physical area. A paper entitled, "Public Security Screening for
Metallic Objects with Millimeter Wave Images", Imaging for Crime
Detection and Prevention, 2005. ICDP 2005. The IEE International
Symposium on Page(s): 1-4, 7-8 Jun. 2005, discusses basic elements
of MMW imaging, which is incorporated herein by reference.
Beamforming is discussed in a patent application entitled,
"BEAMFORMING AND/OR MIMO RF FRONT-END AND APPLICATIONS THEREOF:,
having a Ser. No. 11/527,961, and a filing date of Sep. 27, 2006,
which is incorporated herein by reference.
[0169] In addition to determining position of objects, the
transceiver 32 using MMW signaling can track the motion of the
player and/or gaming object. With WWM signaling, the wavelength of
a 60 GHz signal is approximately 5 millimeters. Thus, a ninety
degree phase shift of the signal corresponds to a 1.25 millimeter
movement. Accordingly, by transmitting the signals at a motion
tracking rate (e.g., once every 10-30 mS), the motion of the player
and/or gaming object can be tracked with millimeter accuracy.
[0170] FIG. 32 is a schematic block diagram of an embodiment of a
transmitter 32 that includes a processing module 220, one or more
image intensity sensors 222, and an RF transmitter 224. The RF
transmitter 224 includes an oscillator 228, a plurality of power
amplifiers (PA) 230-232, and a beamforming module 226 coupled to a
plurality of antenna structures. The plurality of antenna
structures may be configurable antenna structures as discussed in
patent application entitled, "INTEGRATED CIRCUIT ANTENNA
STRUCTURE", having a Ser. No. 11/648,826, and a filing date of Dec.
29, 2006, patent application entitled, "MULTIPLE BAND ANTENNA
STRUCTURE, having a Ser. No. 11/527,959, and a filing date of Sep.
27, 2006, and/or patent application entitled, "MULTIPLE FREQUENCY
ANTENNA ARRAY FOR USE WITH AN RF TRANSMITTER OR TRANSCEIVER",
having a Ser. No. 11/529,058, and a filing date of Sep. 28, 2006,
all of which are incorporated herein by reference.
[0171] The processing module 220 may be a single processing device
or a plurality of processing devices. Such a processing device may
be a microprocessor, micro-controller, digital signal processor,
microcomputer, central processing unit, field programmable gate
array, programmable logic device, state machine, logic circuitry,
analog circuitry, digital circuitry, and/or any device that
manipulates signals (analog and/or digital) based on hard coding of
the circuitry and/or operational instructions. The processing
module may have an associated memory and/or memory element, which
may be a single memory device, a plurality of memory devices,
and/or embedded circuitry of the processing module. Such a memory
device may be a read-only memory, random access memory, volatile
memory, non-volatile memory, static memory, dynamic memory, flash
memory, cache memory, and/or any device that stores digital
information. Note that when the processing module implements one or
more of its functions via a state machine, analog circuitry,
digital circuitry, and/or logic circuitry, the memory and/or memory
element storing the corresponding operational instructions may be
embedded within, or external to, the circuitry comprising the state
machine, analog circuitry, digital circuitry, and/or logic
circuitry. Further note that, the memory element stores, and the
processing module executes, hard coded and/or operational
instructions corresponding to at least some of the steps and/or
functions illustrated in FIGS. 1-64.
[0172] In operation, the oscillator 228 provides an oscillation at
a desired frequency (e.g., within the ISM band, within the licensed
and/or unlicensed RF communication bands of 450 MHz up to 29 MHz,
60 MHz, between microwave and IR frequency bands, etc.). The power
amplifiers 230-232 amplify the oscillation to produce outbound
signals. The beamforming module 226 adjusts phase and/or amplitude
of at least one of the outbound signals to produce an in-air
beamformed signal 212. The selection of the phase and/or amplitude
focuses the energy of the beamformed signal 212 in a particular
direction. As such, by adjusting the phase and/or amplitude of one
or more outbound signals, a beamformed signal 212 can be directed
in any two or three dimensional direction within the physical area.
In addition, the desired frequency of the oscillation may be
adjusted to provide a frequency spectrum sweep of the physical
area.
[0173] The one or more image intensity sensors 222 measure the
temperature of the objects, which is a function of the
reflectivity, emissivity, and transmissivity of the surface of the
physical area. Emissivity is the ratio of the radiation intensity
of a nonblack body to the radiation intensity of a blackbody. This
ratio, which is usually designated by the Greek letter .epsilon.,
is always less than or just equal to one. The emissivity
characterizes the radiation or absorption quality of nonblack
bodies. Published values are available for most substances.
Emissivities vary with temperature and also vary throughout the
spectrum. Transmissivity is the ratio of the transmitted radiation
to the radiation arriving perpendicular to the boundary between two
mediums.
[0174] For a given beamformed signal, the one or more image sensors
provide the temperature of the object(s) to the processing module
220. The processing module 220 accumulates temperatures of the
object(s) for various beamformed signals 212 and/or for various
frequencies and processes the temperatures in accordance with an
image intensity processing algorithm to provide a three dimensional
image of the physical area and the objects in it. The image
intensity processing algorithm may further include a positioning
and/or motion tracking sub routine to establish the positioning
and/or motion tracking of a player and/or gaming object within the
physical area. Note that the gaming object may be made of one or
more materials that makes it readily distinguishable from other
objects that may be found in the physical area. For example, it may
be made of a combination of metals and plastics in a particular
shape.
[0175] FIG. 33 is a diagram of another method for determining
position and/or motion tracking that begins at step 240 by
transmitting one of a plurality of beamformed signals. The method
continues at step 242 by receiving one or more image intensity
signals (e.g., reflectivity, emissivity, and transmissivity of the
surface of the physical area) for the given beamformed signal. The
method then branches to step 246 and step 248. At step 246, the
likely material of the object(s) is determined based on the
received one or more image intensity signals. At step 248, the
distance to the object(s) is determined based on the received one
or more image intensity signals. The method continues at step 248
by determining whether all of the beamformed signals have been
processed (e.g., different angles and/or at different frequencies).
If not, the process repeats by transmitting one of the beamformed
signals.
[0176] When all of the beamformed signals have been transmitted,
the method continues at step 250 by compiling materials and
distances to establish an initial model of the physical
environment. The method continues at step 252 by identifying the
player or players in the physical environment based on the
materials. This step may further include identifying a gaming
object. The method continues at step 254 by determining the one or
more player's position based on the corresponding distances. This
step may further include determining the position of a gaming
object. Note that this method may be continually performed to track
motion of the player and/or gaming object.
[0177] FIG. 34 is a diagram of another method for determining
position and/or motion tracking that may begin at step 260 with the
optional step of adjusting frequency (e.g., in the MMW band) of the
beamforming signals for optimal human imaging. The method continues
at step 262 by updating the beamforming coefficients based on the
player's and/or gaming objects position. With this step, or these
steps, the transceiver is focused on tracking the motion of the
player and/or gaming object.
[0178] The method continues at step 264 by transmitting one of the
beamforming signals and at step 266 by receiving one or more image
intensity signals in response to the focused beamformed signal. The
method then continues at step 268 by determining a distance to the
object based on the received one or more image intensity signals.
If all of the beamforming signals have not been transmitting as
determined at step 270, the method repeats at step 264 by
transmitting the next beamforming signal.
[0179] When all of the beamformed signals have been transmitted for
this interval, the method continues at step 272 by compiling
distances to establish the player's and/or gaming objects motion.
The method continues at step 274 by determine whether it is time to
update the position of the player and/or gaming object. In an
embodiment, the motion tracking processing may be repeated every
10-100 mSec and the positioning may be updated once every 1-10
seconds. In general, the positioning may be updated to keep the
player and/or gaming object within a desired processing region. For
example, with reference to FIG. 26, the motion tracking grid is
moved based on the updated positioning such that the focusing of
the beamforming signals is concentrated on the motion tracking
grid.
[0180] Returning to the discussion of FIG. 34, when it is not time
to update the positioning, the method repeats. If it is time to
update the positioning, the method of FIG. 33 may be used.
[0181] FIG. 35 is a schematic block diagram of an embodiment of a
wireless communication between a gaming object 14 and a game
console device 12. In this embodiment, the gaming object 14 and the
game console device 12 each includes a plurality of antenna
structures. The antenna radiation pattern for the plurality of
structures may be as shown in FIG. 36.
[0182] Returning to the discussion of FIG. 35, the gaming object 14
transmits a plurality of signals via the antenna structures, where
each of the signals has a different carrier frequency (e.g., f1,
f2, etc.). The antennas structures of the game console device 12
are tuned for the different carrier frequencies. For example, a
first array of antennas is tuned for a first frequency and a second
array of antennas is tuned for a second frequency. Note that the
signals may be sinusoidal tones and/or RF communications in
accordance with a wireless communication protocol. With the antenna
radiation pattern as shown in FIG. 36, the antenna arrays will
receive their respective signals with differing signal
characteristics (signal strength, phase, beam angle, constructive
and destructive interference of the signals, etc.), based on the
orientation of the gaming object 14 with respect to the game
console device 12. An example of this will described with reference
to FIGS. 37 and 38.
[0183] In this manner, as the characteristics of the respective
signals changes, the movement of the gaming object 14 may be
determined. Note that in another embodiment, the game console
device 12 may transmit the signals and the gaming object 14
determines the signal characteristics.
[0184] With reference to FIGS. 34-36, both signal frequency and
range between the end points of the medium affect the amount of
attenuation. In general, attenuation is proportional to the square
of the distance between the transmitter and receiver and is
proportional to the square of the frequency of the radio signal.
For instance, the attenuation increases as the frequency or range
increases. Open outdoor attenuation is based on straightforward
free space loss formulas, while indoor attenuation is more complex
due to signals bounce off obstacles and penetrating a variety of
materials that offer varying effects on attenuation. In general, an
802.11b radios operating at 11 Mbps will experience approximately
100 dB of attenuation at about 200 feet.
[0185] FIG. 37 is a diagram of another embodiment of an antenna
radiation pattern for first and second antennas for first and
second frequencies. The diagram further illustrates a source
position of the transmitted signals. In this example, the f2
antennas are orthogonal with each other an at a 45 degree
relationship with the f1 antennas, which are orthogonal to each
other.
[0186] FIG. 38 is a diagram of an example of receiving the RF
and/or MMW signals by the various antennas of the antenna arrays.
As shown, f1 antennas receive the transmitted RF and/or MMW signal
[e.g., A.sub.1 cos(.phi..sub.f1(t))] with different
characteristics. The received signals of the f1 antennas are
combined to produce a first resulting signal [e.g., A'.sub.1
cos(.phi..sub.f1(t)+.theta..sub.1+.phi..sub.1), where A'.sub.1 is
the received amplitude, .theta. is the beam angle, and .phi. is the
phase rotation. As is shown, f2 antennas receive the transmitted RF
and/or MMW signal [e.g., A.sub.2 cos(.phi..sub.f2(t))] with
different characteristics. The received signals of the f2 antennas
are combined to produce a second resulting signal [e.g., A'.sub.2
cos(.phi..sub.f2(t)+.theta..sub.2+.phi..sub.2). The resulting
signals can be processed to determine the beam angle, phase angle,
and amplitude of the transmitted signals. From this information,
the position and/or motion tracking may be determined.
[0187] To enhance the positioning and/or motion tracking the
attenuation curves of FIG. 39 may be used. As shown, f2 is of a
higher frequency and thus attenuates in air more quickly over
distance than the f1 signals. Note that more than two carrier
frequencies may be used to facilitate the determining of the
position and/or motion tracking.
[0188] FIGS. 40 and 41 are diagrams of an example of frequency
dependent distance calculation where the phase difference at
different times for different signals is determined. The
positioning and/or motion tracking of an object may be done based
on the phase difference, the transmission distance, and the
frequency of the signals from time to time. For example, at time TX
to, the transmitter transmits a signal as shown in FIG. 40. At time
RX t.sub.0+.DELTA.t.sub.0-1, the first antenna receives the signal.
The phase rotation (e.g., .DELTA..phi..sub.0-1) of the received
signal is determined. At time RX to +.DELTA.t.sub.0-2, the second
antenna receives the signal. The phase rotation (e.g.,
.DELTA..phi..sub.0-2) of the received signal is determined. With a
known distance between the first and second antennas, the different
phase rotations, and the carrier frequency of the signal, the
distance between the transmitter and receiver can be determined.
Using the beam angle, the orientation of the distance can be
determined.
[0189] FIGS. 42 and 43 are diagrams of an example of constructive
and destructive signaling to facilitate the determination of
positioning and/or motion tracking. In this embodiment, At least
two antennas physically separated by a known distance transmit
different sinusoidal signals [e.g., cos(.phi..sub.f1(t)) and
cos(.phi..sub.f2(t))]]. In air, the signals combine in a
constructive and destructive manner [e.g.,
cos(.phi..sub.f1(t))+cos(.phi..sub.f2(t))=2*cos
1/2(.phi..sub.f1(t)+.phi..sub.f2(t))*cos(.phi..sub.f1(t)-.phi..sub.f2(t))-
].
[0190] An antenna assembly of the gaming object and/or player
receives the signals and, based on the constructive and destructive
patterns, the distance may be determined. Obtaining multiple
distances from multiple sources and knowing the source locations,
the position and/or motion of the object can be determined. Such a
process may be augmented by using the attenuation properties of a
signal in air and/or by using multiple different frequency
signals.
[0191] FIG. 44 is a schematic block diagram of an overhead view of
another embodiment of a gaming system 10 that includes a game
console device 12, a gaming object 14, and a plurality of digital
image sensors 290-294 (e.g., digital cameras, digital camcorders,
digital image sensor, etc.). The gaming system 10 has an associated
physical area in which the gaming object 14 and player 16 are
located. The physical area may be a room, portion of a room, and/or
any other space where the gaming object and game console are
proximally co-located (e.g., airport terminal, on a bus, on an
airplane, etc.). The game console device 12 may be in the physical
area or outside of the physical area, but electronically connected
to the physical area via a WLAN, WAN, telephone, DSL modem, cable
modem, etc.
[0192] In this system 10, the plurality of digital imaging sensors
290-294 periodically (e.g., in the range of once every 1
millisecond to once every 10 seconds) captures of an image of the
player 16 and/or gaming object 14 within the physical area based on
the position of the player and/or gaming object. Note that the
digital imaging sensors 290-294 may be continually repositioned to
determine the player's and/or gaming object's position and/or to
track the motion of the gaming object and/or player.
[0193] The captured images are initially used to determine the
position of the gaming object and/or the player. Once the player's
and/or gaming object's position is determined, the digital image
sensors may be positioned and/or adjusted to focus on the player's
and/or gaming object's movement. The images captured by the digital
image sensors are then processed using a two-dimension and/or
three-dimension algorithm to determine the motion of the gaming
object and/or the player. Note that the player 16 and/or gaming
object 14 may include sensors (e.g., blue screen patches, etc.)
thereon to facilitate the position and/or motion tracking
processing.
[0194] FIG. 45 is a schematic block diagram of an overhead view of
another embodiment of a gaming system 10 that includes a game
console device 12, a gaming object 14, and a plurality of heat
sensors 300-304 (e.g., infrared thermal imaging cameras, infrared
radiation thermometer, thermal imager, ratio thermometers, Optical
Pyrometer, fiber optic temperature sensor, etc.). The gaming system
has an associated physical area in which the game gaming object and
player are located. The physical area may be a room, portion of a
room, and/or any other space where the gaming object and game
console are proximally co-located (e.g., airport terminal, on a
bus, on an airplane, etc.). The game console device 12 may be in
the physical area or outside of the physical area, but
electronically connected to the physical area via a WLAN, WAN,
telephone, DSL modem, cable modem, etc.
[0195] In this system 10, the plurality of heat sensors 300-304
periodically (e.g., in the range of once every 1 millisecond to
once every 10 seconds) captures a heat image of the player 16
and/or gaming object 14 within the physical area based on the
position of the player and/or gaming object. Note that the heat
sensors 300-304 may be continually repositioned to determine the
player's and/or gaming object's position and/or to track the motion
of the gaming object and/or player.
[0196] The captured heat images are initially used to determine the
position of the gaming object and/or the player. Once the player's
and/or gaming object's position is determined, the heat sensors may
be positioned and/or adjusted to focus on the player and/or gaming
object movement. The heat images captured by the heat sensors are
then processed using a two-dimension and/or three-dimension
algorithm to determine the motion of the gaming object and/or the
player. Note that the player and/or gaming object may include
sensors thereon to facilitate the position and/or motion tracking
processing.
[0197] FIG. 46 is a schematic block diagram of an overhead view of
another embodiment of a gaming system 10 that includes a game
console device 12, a gaming object 14, and a plurality of
electromagnetic sensors 310-314 (e.g., Magnetometers, gaussmeters,
magnetic field sensors, electromagnetic and EMC/EMI/RFI probes for
measuring electromagnetic fields, etc.). The gaming system has an
associated physical area in which the game gaming object 14 and
player 16 are located. The physical area may be a room, portion of
a room, and/or any other space where the gaming object and game
console are proximally co-located (e.g., airport terminal, on a
bus, on an airplane, etc.). The game console device may be in the
physical area or outside of the physical area, but electronically
connected to the physical area via a WLAN, WAN, telephone, DSL
modem, cable modem, etc.
[0198] In this system, the plurality of electromagnetic sensors
310-314 periodically (e.g., in the range of once every 1
millisecond to once every 10 seconds) captures of an
electromagnetic image of the player and/or gaming object within the
physical area based on the position of the player and/or gaming
object. Note that the electromagnetic sensors 310-314 may be
continually repositioned to determine the player's and/or gaming
object's position and/or to track the motion of the gaming object
and/or player.
[0199] The captured electromagnetic images are initially used to
determine the position of the gaming object and/or the player. Once
the player's and/or gaming object's position is determined, the
electromagnetic sensors may be positioned and/or adjusted to focus
on the player and/or gaming object movement. The electromagnetic
images captured by the electromagnetic sensors are then processed
using a two-dimension and/or three-dimension algorithm to determine
the motion of the gaming object and/or the player. Note that the
player and/or gaming object may include sensors thereon to
facilitate the position and/or motion tracking processing.
[0200] FIG. 47 is a schematic block diagram of an overhead view of
another embodiment of a gaming system 10 that includes a game
console device 12, a gaming object 14, and a plurality of laser
sensors 320-324 (e.g., Laser Distance Measurement Photoelectric
Sensors, digital laser sensor, short range laser sensor, medium
range laser sensor, etc.). The gaming system has an associated
physical area in which the game gaming object 14 and player 16 are
located. The physical area may be a room, portion of a room, and/or
any other space where the gaming object 14 and the game console
device 12 are proximally co-located (e.g., airport terminal, on a
bus, on an airplane, etc.). The game console device 12 may be in
the physical area or outside of the physical area, but
electronically connected to the physical area via a WLAN, WAN,
telephone, DSL modem, cable modem, etc.
[0201] In this system, the plurality of laser sensors 320-324
periodically (e.g., in the range of once every 1 millisecond to
once every 10 seconds) captures laser based relative distances of
the player and/or gaming object within the physical area based on
the position of the player and/or gaming object. Note that the
laser sensors 320-324 may be continually repositioned to determine
the player's and/or gaming object's position and/or to track the
motion of the gaming object and/or player.
[0202] The relative distances are initially used to determine the
position of the gaming object 14 and/or the player 16. Once the
player's and/or gaming object's position is determined, the laser
sensors may be positioned and/or adjusted to focus on the player
and/or gaming object movement. Subsequent relative distances are
processed using a two-dimension and/or three-dimension algorithm to
determine the motion of the gaming object and/or the player. Note
that the player and/or gaming object may include sensors thereon to
facilitate the position and/or motion tracking processing.
[0203] FIG. 48 is a diagram of another method for determining
position and/or motion tracking that begins at steps 330 and 332 by
determining the relative position of the player and/or gaming
object using two or more positioning techniques (e.g., RF
beamforming, laser sensors, etc.) The method continues at step 334
by combining the two or more positions to produce the initial
position. Note that the two or more positioning techniques may be
weighted based on a variety of factors including, but not limited
to, accuracy, distance, interference, availability, etc. Note that
one technique may be used to capture the position in one plane
(e.g., x-y plane), a second technique may be used to capture the
position in a second plane (e.g., x-z plane), and/or a third
technique may be used to capture the position in a third plane
(e.g., y-z plane).
[0204] The method continues at steps 336 and 338 by determining the
motion of the player and/or gaming object using two or more motion
tracking techniques. Note that in many instances the same technique
may be used for positioning as for motion tracking, where the
motion tracking is done with greater resolution and at a greater
rate than the positioning. The method continues at step 340 by
combining the two motion tracking values to produce the current
motion of the player and/or gaming object. Note that the two or
more motion tracking techniques may be weighted based on a variety
of factors including, but not limited to, accuracy, availability,
speed of movement, interference, distance, user preference, etc.
Further note that the motion of a player and/or gaming object may
be enhanced by including a positioning and/or motion tracking
sensor on the player and/or gaming object.
[0205] The method continues at step 342 by determining whether the
position needs to be updated (e.g., change focus of motion tracking
processing). If yes, the method repeats at steps 330 and 332. If
not, the method repeats at steps 336 and 338.
[0206] FIG. 49 is a diagram of another method for determining
position and/or motion tracking that begins at step 350 by
evaluating the physical environment in which the player and/or
gaming object are located. The game console may also be located in
the physical environment, which may be a room, a portion of a room,
an office, and/or any area in which a player can player a video
game. The method continues at step 352 by selecting one or more of
a plurality of positioning techniques for determining the position
of the player and/or gaming object based on the physical
environment.
[0207] The method continues at step 354 by determining the position
of the player and/or gaming object using the one or more
positioning techniques. The method continues at step 356 by
selecting one or more of motion tracking techniques to determine
the motion of the player and/or gaming object based on the
environment and/or the position of the player and/or gaming object.
The method continues at step 358 by determining the motion of the
player and/or gaming object using the selected motion tracking
technique(s). The method continues at step 360 by determining
whether the position of the player and/or gaming object needs to be
updated and repeats as shown.
[0208] FIG. 50 is a schematic block diagram of an overhead view of
another embodiment of a gaming system 10 that includes a game
console device 12, a gaming object 14, an RFID reader 370, at least
one RFID tag 372 associated with the player 16, and at least one
RFID tag 372 associated with the gaming object 14. The gaming
system has an associated physical area in which the game gaming
object and player are located. The physical area may be a room,
portion of a room, and/or any other space where the gaming object
14 and the game console device 12 are proximally co-located (e.g.,
airport terminal, on a bus, on an airplane, etc.). The game console
device 12 may be in the physical area or outside of the physical
area, but electronically connected to the physical area via a WLAN,
WAN, telephone, DSL modem, cable modem, etc.
[0209] In this system, the RFID reader 370 periodically (e.g., in
the range of once every 1 millisecond to once every 10 seconds)
communicates with the RFID tags 372 to determine distances of the
player 16 and/or gaming object 14 within the physical area. This
may be done by using the RFID system (e.g., the reader and the
tags) as an RF radar system. For example, the RFID system may use a
backscatter technique to determine distances between the RFID
reader and the RFID tags. In another example, the RFID system may
use frequency modulation to compare the frequency of two or more
signals, which is generally more accurate than timing the signal.
By changing the frequency of the returned signal and comparing that
with the original, the difference can be easily measured.
[0210] As another example, the RFID system may use a continuous
wave radar technique. In this instance, a "carrier" radar signal is
frequency modulated in a predictable way, typically varying up and
down with a sine wave or sawtooth pattern at audio frequencies or
other desired frequency. The signal is then sent out from one
antenna and received on another and the signal can be continuously
compared. Since the signal frequency is changing, by the time the
signal returns to the source the broadcast has shifted to some
other frequency. The amount of that shift is greater over longer
times, so greater frequency differences mean a longer distance. The
amount of shift is therefore directly related to the distance
traveled, and can be readily determined. This signal processing is
similar to that used in speed detecting Doppler radar.
[0211] The distances are initially used to determine the position
of the gaming object and/or the player. Once the player's and/or
gaming object's position is determined, the RFID system may be
adjusted to focus on the player and/or gaming object movement.
Subsequently determined distances are processed using a
two-dimension and/or three-dimension algorithm to determine the
motion of the gaming object and/or of the player.
[0212] FIG. 51 is a schematic block diagram of an overhead view of
another embodiment of a gaming system 10 that includes a game
console device 12, a gaming object 14, a plurality of RFID readers
370, at least one RFID tag 372 associated with the player 16, and
at least one RFID tag 372 associated with the gaming object 14. The
gaming system 10 has an associated physical area in which the game
gaming object and player are located. The physical area may be a
room, portion of a room, and/or any other space where the gaming
object 14 and the game console device 12 are proximally co-located
(e.g., airport terminal, on a bus, on an airplane, etc.). The game
console device 12 may be in the physical area or outside of the
physical area, but electronically connected to the physical area
via a WLAN, WAN, telephone, DSL modem, cable modem, etc.
[0213] In this system, one or more of the RFID readers 370
periodically (e.g., in the range of once every 1 millisecond to
once every 10 seconds) communicates with one or more of the RFID
tags 372 to determine the distances of the player 16 and/or gaming
object 14 within the physical area. This may be done by using the
RFID system (e.g., the readers and the tags) as an RF radar system.
For example, the RFID system may use a backscatter technique to
determine distances between the RFID reader and the RFID tags. In
another example, the RFID system may use frequency modulation to
compare the frequency of two or more signals, which is generally
more accurate than timing the signal. By changing the frequency of
the returned signal and comparing that with the original, the
difference can be easily measured.
[0214] As another example, the RFID system may use a continuous
wave radar technique. In this instance, a "carrier" radar signal is
frequency modulated in a predictable way, typically varying up and
down with a sine wave or sawtooth pattern at audio frequencies or
other desired frequency. The signal is then sent out from one
antenna and received on another and the signal can be continuously
compared. Since the signal frequency is changing, by the time the
signal returns to the source the broadcast has shifted to some
other frequency. The amount of that shift is greater over longer
times, so greater frequency differences mean a longer distance. The
amount of shift is therefore directly related to the distance
traveled, and can be readily determined. This signal processing is
similar to that used in speed detecting Doppler radar.
[0215] The distances are initially used to determine the position
of the gaming object and/or the player. Once the player's and/or
gaming object's position is determined, the RFID system may be
adjusted to focus on the player and/or gaming object movement.
Subsequently determined distances are processed using a
two-dimension and/or three-dimension algorithm to determine the
motion of the gaming object and/or of the player.
[0216] FIG. 52 is a schematic block diagram of a side view of
another embodiment of a gaming system 10 that includes a game
console device 12, a gaming object 14, one or more RFID readers
370, a plurality of RFID tags 372 associated with the player 16,
and a plurality of RFID tags 372 associated with the gaming object
14. The gaming system has an associated physical area in which the
gaming object and player are located.
[0217] In this illustration, the player 16 and the gaming object 14
are within the determined relative position 378. To track the
player's and gaming object's motion with the relative position 378,
the one or more RFID readers 370 transmits an RFID reader
transmission 374, which may be in accordance with an RF radar
transmission as discussed above. Alternatively, the RFID reader
transmission 374 may be request for at least one of the RFID tags
372 to provide a response regarding information to determine its
position or distance with reference to a particular point.
[0218] The RFID tags provide an RFID tag response 376, which may be
in accordance with the RF radar transmissions discussed above.
Alternatively, the RFID tags may provide a response regarding
information to determine its position or its distance to a
reference point. The communication between the RFID reader(s) and
RFID tags may be done in a variety of ways, including, but not
limited to, a broadcast transmission and a collision detection and
avoidance response scheme, in a round robin manner, in an ad hoc
manner based on a desired updating rate for a given RFID tag (e.g.,
a slow moving tag needs to be updated less often than a fast moving
tag), etc.
[0219] FIG. 53 is a schematic block diagram of an embodiment of an
RFID reader 370 in the game console device 12 and an RFID tag 372
in the gaming object 14. The RFID reader 370 includes a protocol
processing module 380, an encoding module 382, a digital to analog
converter 384, an RF front-end 386, a digitization module 388, a
pre-decoding module 390, and a decoding module 392. The RFID tag
372 includes a power generating circuit 394, an envelop detection
module 396, an oscillation module 398, an oscillation calibration
module 400, a comparator 402, and a processing module 404. The
details of the RFID reader 370 are disclosed in patent application
entitled RFID READER ARCHITECTURE, having a Ser. No. 11/377,812,
and a filing date of Mar. 16, 2006 and the details of the RFID tag
372 are disclosed in patent application entitled POWER GENERATING
CIRCUIT, having a Ser. No. 11/394,808, and a filing date of Mar.
31, 2006. Both patent applications are incorporated herein by
reference.
[0220] FIG. 54 is a diagram of a method for determining position of
a player and/or gaming object that begins at step 410 with an RFID
reader transmitting a power up signal to one or more RFID tags,
which may be active or passive tags. The power up signal may be a
tone signal such that a passive RFID tag can generate power
therefrom. The power up signal may be a wake-up signal for an
active RFID tag. The method continues at step 412 with the RFID tag
providing an acknowledgement that it is powered up. Note that this
step may be skipped.
[0221] The method continues at step 414 with the RFID reader
transmitting a command at time t0, where the command requests a
response to be sent at a specific time after receipt of the
command. In response to the command, an RFID tag provides the
response and, at step 416, the reader receives it. The method
continues at step 418 with the RFID reader recording the time and
the tag ID. The method continues at step 420 with the reader
determining the distance to the RFID tag based on the stored time,
time t0, and the specific time delay.
[0222] The method continues at step 422 by determining whether all
or a desired number of tags have provided a response. If not, the
method loops as shown. If yes, the method continues at step 424 by
determining the general position of the player and gaming object
based on the distances. As an alternative, the general position of
each of the tags may be determined from their respective distances
at step 426. Note that at least three, and preferably four,
distances need to be accumulated from different sources (e.g.,
multiple RFID readers or an RFID reader with multiple physically
separated transmitters) to triangulate the RFID tag's position.
[0223] FIG. 55 is a schematic block diagram of an embodiment of a
gaming object 14 that includes an integrated circuit (IC) 434, a
gaming object transceiver 432 and a processing module 430. The IC
434 includes one or more of an RFID tag 446, a servo motor 448, a
received signal strength indicator 444, a pressure sensor 436, an
accelerometer 438, a gyrator 440, an LPS receiver 442, and an LPS
transmitter 445. Note that if the gaming object 14 is an item worn
by the player to facilitate playing a video game, the gaming object
14 may not include the processing module 430 and/or the gaming
object transceiver 432.
[0224] The RFID tag is coupled to one or more antenna assemblies
and the gaming object transceiver is also coupled to one or more
antenna assemblies. In this instance, the RFID tag may communicate
with an RFID reader using one or more carrier frequencies to
facilitate positioning and/or tracking as described above. In
addition to, or in the alternative, the RFID tag may provide the
communication path for data generated by the RSSI module, the servo
motor, the pressure sensor, the accelerometer, the gyrator, the LPS
receiver, and/or the LPS transmitter. Details of including a
gyrator or pressure sensor on an IC is provided in patent
application entitled GAME DEVICES WITH INTEGRATED GYRATORS AND
METHODS FOR USE THEREWITH, having a Ser. No. 11/731,318, and a
filing date of Mar. 29, 2007 and patent application entitled RF
INTEGRATED CIRCUIT HAVING AN ON-CHIP PRESSURE SENSING CIRCUIT,
having a Ser. No. 11/805,585, and a filing date of May 23, 2007.
Both patent applications are incorporated herein by reference.
[0225] The RFID tag may use a different frequency than the gaming
object transceiver for RF communications or it may use the same, or
nearly the same, frequency. In the latter case, the frequency
spectrum may be shared using a TDMA, FDMA, or some other sharing
protocol. If the RFID tag and the gaming object transceiver share
the frequency spectrum, they may share the antenna structures. Note
that the antenna structures may be configurable as discussed in
patent application entitled, "INTEGRATED CIRCUIT ANTENNA
STRUCTURE", having a Ser. No. 11/648,826, and a filing date of Dec.
29, 2006, patent application entitled, "MULTIPLE BAND ANTENNA
STRUCTURE, having a Ser. No. 11/527,959, and a filing date of Sep.
27, 2006, and/or patent application entitled, "MULTIPLE FREQUENCY
ANTENNA ARRAY FOR USE WITH AN RF TRANSMITTER OR TRANSCEIVER",
having a Ser. No. 11/529,058, and a filing date of Sep. 28, 2006,
all of which are incorporated herein by reference.
[0226] FIG. 56 is a schematic block diagram of an embodiment of
three-dimensional antenna structure 350 that includes at least one
antenna having a radiation pattern along each of the three axis (x,
y, z). Note that the 3D antenna structure 350 may include more than
three antennas having radiation patterns at any angle within the
three-dimensional space. Note that the antennas may be configurable
antennas as previously discussed to accommodate different frequency
bands. FIG. 57 is a diagram of an example of an antenna radiation
pattern 352 for one of the antennas of the antenna structure 350 of
FIG. 56.
[0227] FIGS. 58 and 59 are diagrams of an example of frequency
dependent motion calculation where a signal (TX) is received at
time tn and another signal (TX) is received at time tn+1, where n
is any number. As shown in FIG. 58, the signal is received with
respect to the xy plane and with respect to the xz plane by the
three antennas of FIG. 56. In this configuration, each antenna will
receive the signal with a different amplitude (and may be a
different phase as well) due to its angle with respect to the
source of the signal. From these differing received signals, the
angular direction of the source with respect to the 3D antenna
structure can be determined. To determine the distance between the
3D antenna structure and the source, one or more of the distance
determination techniques discussed herein may be used (e.g.,
attenuation of the magnitude of the transmitted signal). With the
distance and angle known, the position of the 3D antenna structure,
which may be affiliated with a player and/or gaming object, can be
determined for time tn.
[0228] FIG. 59 shows the signal being received at time tn+1, which
is at a different angle than the signal transmitted at time tn. The
differing received signals by the antennas are used to determine
the angular position of the source and one or more of the distance
determination techniques discussed herein may be used to determine
the distance to the source. From the known angular position and the
known distances, the position of the 3D antenna structure may be
determined for time tn+1. Comparing the position of the 3D antenna
structure at time tn with its position at time tn+1 yields its
motion.
[0229] FIG. 60 is a diagram of a method for determining motion that
begins at step 360 by transmitting an RF signal at time tn. The RF
signal may be a narrow pulse, may be a sinusoidal signal, and/or
may be an RF transmission in accordance with a wireless
communication protocol. The method continues at step 362 with the
3D antenna structure receiving the RF signal. The method continues
at step 364 by determining a 3D vector of the received RF signal.
An example of this is shown in FIG. 61.
[0230] The method continues at step 366 by transmitting another RF
signal at time tn+1. The method continues at step 368 with the 3D
antenna structure receiving the RF signal. The method continues at
step 370 by determining a 3D vector of the received RF signal. An
example of this is shown in FIG. 61. The method continues at step
372 by determining the motion of the player and/or gaming object by
comparing the two 3D vectors. This process continues for each
successive tn and tn+1 combination. Note that the duration between
tn and tn+1 may vary depending on one or more of the video game
being played, the speed of motion, the anticipated speed of motion,
the quality of the motion estimation, and/or motion prediction
algorithms, etc.
[0231] FIG. 62 is a schematic block diagram of an overhead view of
another embodiment of a gaming system 10 that includes a game
console device 12, a player 16, a gaming object 14, and a plurality
of directional microphones 280. The gaming system has an associated
physical area in which the game gaming object and player are
located. The physical area may be a room, portion of a room, and/or
any other space where the gaming object 14 and game console device
12 are proximally co-located (e.g., airport terminal, on a bus, on
an airplane, etc.). The game console device 12 may be in the
physical area or outside of the physical area, but electronically
connected to the physical area via a WLAN, WAN, telephone, DSL
modem, cable modem, etc.
[0232] In this system, the plurality of directional microphones
380-382 periodically (e.g., in the range of once every 1
millisecond to once every 10 seconds) captures audible, near
audible, and/or ultrasound signals of the player 16 and/or gaming
object 14 within the physical area. Note that the directional
microphones 380-382 may be continually repositioned to determine
the player's and/or gaming object's position and/or to track the
motion of the gaming object and/or player.
[0233] The captured audible, near audible, and/or ultrasound
signals are used to determine the initial position of the gaming
object and/or the player. Once the player's and/or gaming object's
position is determined, the directional microphones 380-382 may be
positioned and/or adjusted to focus on the player and/or gaming
object movement. The captured signals are then processed using a
two-dimension and/or three-dimension algorithm to determine the
motion of the gaming object and/or the player. Note that the player
and/or gaming object may include near audible and/or ultrasound
signal generators thereon to facilitate the position and/or motion
tracking processing.
[0234] FIG. 63 is a diagram of an example of audio, near audio, and
ultrasound frequency bands that may be used by the system of FIG.
63. In this example, a positioning tone (e.g., a sinusoidal signal)
has a frequency just above the audible frequency range (e.g., at
25-35 KHz) and/or in the ultrasound frequency band, which are
within the bandwidth of the microphone. Thus, the microphones may
serve a dual purpose: capturing audio for normal game play, game
set up, game authentication, player authentication, gaming object
authentication, and for position determination and motion tracking.
In an embodiment, the gaming object and/or the player may transmit
a near audible signal (e.g., a tone at 25 KHz), which is above the
audible frequency range, but within the bandwidth of the
directional microphones 380-382. The directional microphones may
adjust their position to focus in on the source of the tone. The
angular positioning and the intersection thereof may be used to
determine the location of the gaming object and/or the player.
[0235] FIG. 64 is a schematic block diagram of an overhead view of
another embodiment of a gaming system 10 that includes a gaming
object 14, a player 15, a directional microphone 390, and a game
console device 12. In this embodiment, the game console device 12
and/or the game object 14 include one or more directional
microphones 390 that have their orientation adjusted based on the
position and/or motion of the gaming object to better receive an
audible signal from the gaming object, player, and/or the game
console device.
[0236] As may be used herein, the terms "substantially" and
"approximately" provides an industry-accepted tolerance for its
corresponding term and/or relativity between items. Such an
industry-accepted tolerance ranges from less than one percent to
fifty percent and corresponds to, but is not limited to, component
values, integrated circuit process variations, temperature
variations, rise and fall times, and/or thermal noise. Such
relativity between items ranges from a difference of a few percent
to magnitude differences. As may also be used herein, the term(s)
"coupled to" and/or "coupling" and/or includes direct coupling
between items and/or indirect coupling between items via an
intervening item (e.g., an item includes, but is not limited to, a
component, an element, a circuit, and/or a module) where, for
indirect coupling, the intervening item does not modify the
information of a signal but may adjust its current level, voltage
level, and/or power level. As may further be used herein, inferred
coupling (i.e., where one element is coupled to another element by
inference) includes direct and indirect coupling between two items
in the same manner as "coupled to". As may even further be used
herein, the term "operable to" indicates that an item includes one
or more of power connections, input(s), output(s), etc., to perform
one or more its corresponding functions and may further include
inferred coupling to one or more other items. As may still further
be used herein, the term "associated with", includes direct and/or
indirect coupling of separate items and/or one item being embedded
within another item. As may be used herein, the term "compares
favorably", indicates that a comparison between two or more items,
signals, etc., provides a desired relationship. For example, when
the desired relationship is that signal 1 has a greater magnitude
than signal 2, a favorable comparison may be achieved when the
magnitude of signal 1 is greater than that of signal 2 or when the
magnitude of signal 2 is less than that of signal 1.
[0237] The present invention has also been described above with the
aid of method steps illustrating the performance of specified
functions and relationships thereof. The boundaries and sequence of
these functional building blocks and method steps have been
arbitrarily defined herein for convenience of description.
Alternate boundaries and sequences can be defined so long as the
specified functions and relationships are appropriately performed.
Any such alternate boundaries or sequences are thus within the
scope and spirit of the claimed invention.
[0238] The present invention has been described above with the aid
of functional building blocks illustrating the performance of
certain significant functions. The boundaries of these functional
building blocks have been arbitrarily defined for convenience of
description. Alternate boundaries could be defined as long as the
certain significant functions are appropriately performed.
Similarly, flow diagram blocks may also have been arbitrarily
defined herein to illustrate certain significant functionality. To
the extent used, the flow diagram block boundaries and sequence
could have been defined otherwise and still perform the certain
significant functionality. Such alternate definitions of both
functional building blocks and flow diagram blocks and sequences
are thus within the scope and spirit of the claimed invention. One
of average skill in the art will also recognize that the functional
building blocks, and other illustrative blocks, modules and
components herein, can be implemented as illustrated or by discrete
components, application specific integrated circuits, processors
executing appropriate software and the like or any combination
thereof.
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