U.S. patent application number 12/345373 was filed with the patent office on 2009-04-30 for walk simulation apparatus for exercise and virtual reality.
Invention is credited to Julian D Williams.
Application Number | 20090111670 12/345373 |
Document ID | / |
Family ID | 40583611 |
Filed Date | 2009-04-30 |
United States Patent
Application |
20090111670 |
Kind Code |
A1 |
Williams; Julian D |
April 30, 2009 |
WALK SIMULATION APPARATUS FOR EXERCISE AND VIRTUAL REALITY
Abstract
A locomotion platform device enables a user to perform a
simulation of various motions including walking and running. The
device comprises a locomotion platform having a concave upward
facing surface. The platform and/or the user's footwear incorporate
a mechanism to reduce friction between the user and the surface of
the platform in order to allow the user's feet to move freely.
Inventors: |
Williams; Julian D; (Bucks,
GB) |
Correspondence
Address: |
STEFAN KIRCHANSKI
VENABLE LLP 2049 CENTURY PARK EAST, 21ST FLOOR
LOS ANGELES
CA
90067
US
|
Family ID: |
40583611 |
Appl. No.: |
12/345373 |
Filed: |
December 29, 2008 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
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10853886 |
May 26, 2004 |
7470218 |
|
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12345373 |
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60474780 |
May 29, 2003 |
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Current U.S.
Class: |
482/146 |
Current CPC
Class: |
G06F 3/011 20130101;
A63B 23/0464 20130101; A63B 2071/0644 20130101; A63B 69/0035
20130101; G06F 2203/012 20130101; A63B 2220/803 20130101 |
Class at
Publication: |
482/146 |
International
Class: |
A63B 22/14 20060101
A63B022/14 |
Claims
1. A locomotion platform device permitting a user to walk, run,
crouch, jump or change direction, and continue these motions
without impediment, while remaining constrained to the area of the
device, the device comprising: a platform including an upward
facing, parabolic, concave surface upon which the user stands while
performing the motions; and means for reducing friction of a
portion of the user's footwear or feet contacting the surface of
the platform sufficiently to allow omni-directional motion; wherein
the user does not move substantially away from a center of the
platform as the user moves their feet.
2. The device of claim 1, wherein the concave surface of the
platform comprises a low friction, fixed surface, firm enough to
support a user's weight without substantial deformation.
3. The device of claim 1, wherein the means for reducing low
friction upward facing surface is selected from the group
consisting of wax, polish, lubricant and
polytetrafluoroethylene.
4. The device of claim 1, wherein the user wears footwear that
reduces friction between the user and the surface.
5. The device of claim 1, wherein the user wears footwear that
includes a low friction sole engaging the surface of the
platform.
6. The device of claim 1, wherein the user wears footwear that
includes wheels engaging the surface of the platform.
7. The device of claim 1, further comprising movement detection
means for detecting motion and position of the user.
8. The device of claim 7, wherein the movement detection means is
embedded in the platform.
9. The device of claim 7, wherein the movement detection means is
worn by the user.
10. The device of claim 1, wherein said essentially spherically
concave surface has a radius at least about the distance from a
base of a user's footwear to a user's hip joint.
11. The device of claim 1, including a brace connected to the
platform in order to prevent movement of the platform during
use.
12. The device of claim 1, wherein the surface includes a perimeter
edge to prevent a user's foot from sliding further than a perimeter
rim of the platform.
13. The device of claim 1, wherein the surface of the platform is
constructed from a flexible material capable of minimizing injury
to a user falling upon the surface.
14. A locomotion platform device lacking handles or anything for a
user to grasp onto with hands that permits the user to walk, or
run, crouch, jump or change direction, and continue these motions
without impediment, while remaining constrained to a central area
of the device, the device comprising: a stand-alone, stationary,
dish-shaped platform having an upward facing, essentially
spherically concave surface upon which the user stands while
performing the motions, the surface comprising a material selected
from the group consisting of wax, polish, lubricant and
polytetrafluoroethylene; said concave surface of the platform
comprising a low friction, fixed surface, firm enough to support a
user's weight without substantial deformation; and means for
reducing contact friction between feet of the user and the surface
of the platform sufficiently to allow omni-directional motion;
wherein the friction reducing means includes a low friction
interface engaging the feet, disposed between the feet and the
surface of the platform; wherein the user does not move
substantially away from a center of the platform as the user moves
their feet.
15. A simulation system comprising: a locomotion platform
permitting a user to walk, run, crouch, jump or change direction,
and continue these motions without impediment, while remaining
constrained to the area of the device, where the platform includes
an upward facing, parabolic, concave surface upon which the user
stands while performing the motions; means for reducing friction of
a portion of the user's footwear or feet contacting the surface of
the platform sufficiently to allow omni-directional motion; wherein
the user does not move substantially away from a center of the
platform as the user moves their feet; a screen at least partially
surrounding the platform wherein background images are projected
onto the screen; and a camera disposed between the screen and the
platform.
16. The system of claim 15, wherein the concave surface of the
platform comprises a low friction, fixed surface, firm enough to
support a user's weight without substantial deformation.
17. The system of claim 15, wherein the means for reducing low
friction upward facing surface is selected from the group
consisting of wax, polish, lubricant and
polytetrafluoroethylene.
18. The system of claim 15, wherein the user wears footwear that
reduces friction between the user and the surface.
19. The system of claim 15, further comprising movement detection
means for detecting motion and position of the user.
20. The system of claim 15, wherein the camera comprises a
plurality of cameras rotatable about the user.
Description
[0001] This application is a continuation-in-part of co-pending
U.S. patent application Ser. No. 10/853,886 filed May 26, 2004,
which claimed the benefit of and priority from U.S. Provisional
Patent Application Ser. No. 60/474,780 filed May 29, 2003, the
benefit and priority of which is also claimed by the instant
application.
FIELD OF INVENTION
[0002] The present invention relates in general to an exercise
platform. In particular, the present invention relates to a walk
simulation apparatus for exercise and virtual reality.
BACKGROUND OF THE INVENTION
[0003] There is a growing demand for exercise machines to become
more entertaining and less tedious. Similarly, users of virtual
reality computer games wish to enhance their experience through
physical stimulation and exertion, thereby increasing their
"immersion" in the game. To this end many developments have sought
to improve the computer gaming experience, for instance through
three-dimensional visual graphics, `surround sound` audio and
various devices that provide a physical feedback.
[0004] As many games require the player to walk or run around a
virtual world, several inventions have attempted to simulate
walking and running. The key challenge to accomplishing this is to
achieve a means of multi-directional movement within the restricted
space usually required of such a game, while keeping the whole
device compact.
[0005] A feature of walking/running exercise devices is that they
tend to be computer controlled as opposed to providing an input to
a computer. For instance, a treadmill requires the user to input
the desired speed at which it should operate. There are dangers
associated with forcing a user to `keep up` with a machine, and the
user may suffer comfort and modesty issues due to the jogging
motion. Another feature of many existing devices is that it can be
difficult or even impossible to change direction. Ideally a
locomotion platform should allow a user to traverse freely in any
horizontal direction for any amount of time.
[0006] Phillips' U.S. Pat. No. 6,106,397 demonstrates that when a
user is constrained to a limited platform area while performing a
walking action her/her movements can be monitored and the data used
as input to a computer program. However, the disclosed platform is
flat.
[0007] The US Army has been very active in exploiting computer game
technology for training and recruitment. Virtual reality mission
rehearsal allows Military to research mission scenarios to evaluate
impact of new equipment, combat techniques, tactics and procedures
on mission effectiveness. America's Army is a First Person Shooter
style computer game released free by the U.S. Army. It provides an
indication of how seriously the U.S Army perceives game technology
to be. The US Army has already installed `Omni-directional
treadmills` at the U.S Army Research Laboratory at Aberdeen Proving
Ground, Md. and at Dismounted Battlespace Battle Lab Simulation
Center at Fort Benning, Ga. However, their design is extremely
cumbersome, requiring the user to wear a harness in case he/she
falls onto the 3400 computer controlled rollers. Originally built
in 1997, a purchase order was approved in 2004 to spend a further
$2.9M on improvements. What is needed is a device that has no
moving parts and overcomes many significant drawbacks of the above
design that were identified in a report by the US Naval College at
Monterrey.
[0008] There is a need for improved situation awareness training. A
student can be forgiven for not knowing what is happening behind
them if the student is training using a traditional keypad and
screen, but that serious limitation is imposed by the equipment.
Situation awareness training is a serious topic of research
pertaining particularly to the military and aviation.
[0009] There is a need for improved Virtual Reality (VR) therapy.
VR therapy provides controlled exposure to situations that patients
find stressful. A broad range of conditions are treated including
post traumatic stress disorder (PTSD), a variety of phobias and
other anxiety syndromes.
[0010] There is a need for improved virtual tourism. Computer
generated renditions of famous and historic places are becoming
commonplace. They are generated using both computer graphics and by
stitching together photographs taken from multiple angles. Now that
such rich virtual environments are available, a basic human desire
is to want to walk around them as any tourist would do if the
tourist were actually at the real life version of the simulated
environment.
[0011] Accordingly, there is a need for a simple concave platform
for a user to stand on. There is a further need for a mechanism to
reduce friction between a platform and a user. There is an
additional need for a user to be constrained to the platform area
but able to turn, jump, crouch, run and walk in any horizontal
direction. The present invention satisfies these needs and provides
other related advantages.
SUMMARY OF THE INVENTION
[0012] The objective of the disclosed invention is to provide a
locomotion platform. The apparatus is a concave platform for a user
to stand on. The platform and/or the user's footwear are
manufactured in such a way as to reduce the friction between them.
Further objectives are that the users remain constrained to the
platform area and that they may turn and walk in any horizontal
direction. The locomotion platform has been designed to encourage
people to exercise as well as change the way that computer games
are played. The concept is to allow a person to physically walk and
run around within a first person computer game or training
simulation. The present invention is simple, compact, contains no
moving parts, and is easy to manufacture and maintain. The health
benefits are significant. The age when many children spend a large
amount of time playing games coincides with the 11 to 14 age group.
This period is thought to influence a person's attitude to exercise
throughout their life. Many parents are concerned about the amount
of time their children spend sitting during their favorite
pastimes. Brisk walking is now regarded as probably being the best
form of exercise. A twenty minute walk, three times a week can
provide much of the exercise people need. But no exercise device is
beneficial unless it gets used. This health improving opportunity
stems from providing frequent, weight-bearing, aerobic and
cardiovascular exercise of sufficient duration, without it feeling
like a chore. Considering that no one books a ski vacation just to
get fit, exercise should be fun. The fact that the locomotion
platform can be used in private will appeal to those in need of
exercise but who are self-conscious about doing so in public.
[0013] The present invention makes the gaming experience much more
immersive and thus far more entertaining. If greater immersion is
attained, it will also make serious virtual reality training
exercises more effective, and in the opinion of military leaders,
fire-chiefs and many others, that saves lives. Computer game
interfaces have not fundamentally changed since their inception.
They require the player to view the action through a `window`
(screen) and control events by pressing keys. Many people think
this to be a significant drawback as it prevents the player from
feeling part of the action. The rapid growth of the computer games
market has been driven more than anything else by achieving greater
levels of immersion. The present invention recognizes that there is
a limit to how immersive games can be when players remain `outside`
the game (i.e., looking in) rather than feeling they are `in` the
game.
[0014] Video glasses with head tracking have gone part of the way
to overcoming this limitation but the locomotion aspect that the
present invention provides has so far been missing.
[0015] Some people experience nausea when playing first and third
person computer games. This may be due to the separation of
perceived movement from actual movement (in a similar manner to
travel sickness). The locomotion platform requires the user to
physically turn around if they want to look behind them and should
therefore be more natural.
[0016] In an exemplary embodiment of the present invention, a
locomotion platform device permits a user to walk, run, crouch,
jump or change direction, and continue these motions without
impediment, while actually remaining constrained to the area of the
device. A platform includes an upward facing, parabolic, concave
surface upon which the user stands while performing the motions;
and a mechanism for reducing friction of a portion of the user's
footwear or feet contacting the surface of the platform
sufficiently to allow omni-directional motion; wherein users do not
move substantially away from a center of the platform as the user
moves his/her feet.
[0017] In another exemplary embodiment of the present invention, a
simulation system comprises a locomotion platform permitting a user
to walk, run, crouch, jump or change direction, and continue these
motions without impediment, while remaining constrained to the area
of the device, where the platform includes an upward facing,
parabolic, concave surface upon which the user stands while
performing these motions. The system includes a mechanism for
reducing friction of a portion of the user's footwear or feet
contacting the surface of the platform sufficiently to allow
omni-directional motion; wherein the user does not move
substantially away from a center of the platform as the user moves
his/her feet. A screen at least partially surrounds the platform
wherein background images are projected onto the screen; and a
camera is disposed between the screen and the platform.
[0018] Further features and advantages of the invention, as well as
the structure and operation of various embodiments of the
invention, are described in detail below with reference to the
accompanying drawings.
BRIEF DESCRIPTION OF DRAWINGS
[0019] The foregoing and other features and advantages of the
invention will be apparent from the following, more particular
description of various exemplary embodiments of the invention, as
illustrated in the accompanying drawings, wherein like reference
numbers generally indicate identical, functionally similar, and/or
structurally similar elements, wherein:
[0020] FIG. 1 illustrates a user standing upon a platform according
to a first embodiment of the invention;
[0021] FIG. 2 illustrates a cross-sectional side view of the
platform shown in FIG. 1;
[0022] FIG. 3 illustrates a view according to an alternative
embodiment of the platform where the upper surface friction is
reduced by the user wearing roller-skates;
[0023] FIG. 4 illustrates a cross-sectional side view of the
platform shown in FIG. 3;
[0024] FIGS. 5A and 5B illustrate, respectively, side and bottom
plan views of an alternative embodiment of braces used to support
the platforms of FIGS. 1 and 3;
[0025] FIG. 6 illustrates a user standing upon a platform according
to an additional embodiment of the invention;
[0026] FIG. 7 illustrates a user standing upon a platform according
to a further embodiment of the invention;
[0027] FIG. 8 illustrates a user standing upon a platform according
to yet another embodiment of the invention;
[0028] FIG. 9 illustrates a user standing upon an embodiment of a
platform of present surrounded by a cylindrically shaped
rear-projection screen;
[0029] FIG. 10 illustrates a typical camera view in accordance with
the embodiment of FIG. 9;
[0030] FIG. 11 illustrates a user standing upon the platform of
FIG. 9 with four cameras located at ninety-degree intervals;
[0031] FIG. 12 illustrates a top plan view of the platform and
cameras of FIG. 11 with the user on the platform in the center;
[0032] FIG. 13 illustrates a side view of the platform and cameras
of FIG. 11 with the user on the platform in the center;
[0033] FIG. 14 illustrates a user standing upon the platform of
FIG. 9 with four cameras mounted at ninety-degree intervals along a
rail rotating about the platform;
[0034] FIG. 15 illustrates a top plan view of the platform, cameras
and rail of FIG. 14 with the user on the platform in the
center;
[0035] FIG. 16 illustrates a side view of the rail of FIG. 14;
[0036] FIG. 17 illustrates a cross-sectional view of the rail of
FIG. 14;
[0037] FIG. 18 illustrates a side view of the rail of FIG. 17;
[0038] FIG. 19 illustrates another embodiment of a platform mounted
in a portable case;
[0039] FIG. 20 illustrates a user/player standing on a platform
surrounded on three sides by rear-projected screens;
[0040] FIG. 21-23 illustrate snapshots showing how a camera can
rotate around a user/player;
[0041] FIG. 24 illustrates a diagram of a video system; and
[0042] FIG. 25 illustrates a diagram of a network system.
DETAILED DESCRIPTION OF THE INVENTION
[0043] Notwithstanding any other forms that may fall within the
scope of the present invention, preferred forms of the invention
will now be described, by way of example only. A person skilled in
the relevant art will recognize that other components and
configurations can be used without departing from the spirit and
scope of the invention.
[0044] In general, the locomotion platform is of very simple
construction, comprising a two to eight (preferably three to four)
foot wide dish with a very low friction coating on which the user
stands wearing special footwear. The user performs a simulated
walking action in any direction without actually moving any
distance. The user can either be surrounded by projected computer
displays (for certain professional uses such as television) or wear
virtual reality eyewear.
[0045] FIG. 1 illustrates one exemplary embodiment of a locomotion
platform 2. The platform upper surface 6 is concave and upward
facing. The platform 2 is of firm enough construction to support a
user's weight without deforming. A user can stand upon the platform
2 and slide their feet 4 (with or without footwear 10) back and
fore across the platform's upper surface 6 in a simulated walking
action. For example, from a standing position at a center 12 of the
platform 2 one's right foot 4 (with or without footwear 10) can be
slid forward as one's left foot 4 (with or without footwear 10) is
slid back until reaching a point where the feet 4 (with or without
footwear 10) are the distance apart of a normal pace and
equidistant from the center 12 of the platform 2. To take another
step the user would slide his/her right foot 4 (with or without
footwear 10) back at the same time as sliding his/her left foot 4
(with or without footwear 10) forward until he/she has again
completed a pace.
[0046] The concave nature of the platform's upper surface 6 is of a
profile or angle that facilitates a user as he/she slides his/her
feet 4 (with or without footwear 10) across the upper surface 6 of
the platform 2. The concave profile of the upper surface 6 is
generally parabolic, preferably approximately spherical, with a
radius of curvature at least equal to the length of the user's legs
20. The platform 2 lacks handles or anything for a user to grab
onto with his/her hands. The platform 2 may rest upon a generally
horizontal floor or ground surface with an adhesive, a fastening
mechanism (e.g., suction cup) or the like used to hold the center
12 of the platform 2 stationary relative to the floor or ground
surface.
[0047] In order to reduce friction between the feet 4 (with or
without footwear 10) of the user and the surface 6 of the platform
2, the platform 2 may be constructed from any suitable material
including, without limitation, metal, wood, plastic, ceramic,
toughened glass, any polymer-based material, carbon/graphite
composite, fiberglass or the like that provides a coefficient of
friction low enough to allow a user's feet 4 (or footwear 10 worn
on the feet 4 of the user) to slide in the manner described above
with relative ease. Also, the platform 2 may be constructed from a
material such as polytetrafluoroethylene (PTFE) that reduces the
coefficient of friction between the user's feet 4 (with or without
footwear 10) and the platform 2. Although conventional materials
can be used to successfully manufacture the locomotion platform 2,
suitable nano-technologies and other products that can make
adequately slippery surfaces are becoming increasingly available
and cost effective.
[0048] The user is illustrated wearing virtual reality eyewear 8
but the eyewear 8 is only required when the platform 2 is used as
part of virtual reality simulation or the like. Eyewear 8 is not
essential when the platform 2 is used for exercise. Virtual reality
eyewear products such as the Z800 marketed by eMagin Corporation,
10500 NE 8th Street, Suite 1400, Bellevue, Wash. 98004
(www.emagin.com) have brought this technology within the price
reach of gamers. The precise shape of two mirrors whose position
can be adjusted in front of each eye to reflect images from two (2)
one cm wide liquid crystal display (LCD) screens form one large
field of view. The eyewear 8 are supplied with head tracking
sensors and the effect of being able to look around in any
direction has to be tried first hand to fully understand the
sensation, but is very impressive. The integrated head tracking
detects which direction a player is facing.
[0049] The need for motion sensing to detect when a player is
walking can be solved in a number of ways including, without
limitation, tracking the exact foot positions, enabling software to
interpret any movement as it chooses. A true stereoscopic (3D)
image can be viewed by virtue of the fact that each eye has its own
display. Once the user can look all around and see objects in three
dimensions, the compulsion will be to want to walk up to them! A
video card outputs 3D as frame-sequential stereo for use with
virtual reality eyewear 8. It is preferable that virtual reality
eyewear 8 provides good peripheral vision and there is little or no
latency in the video display as the viewer turns his/her head.
[0050] A change in direction is achieved by altering the direction
in which the user's feet 4 (with or without footwear 10) are slid.
As an example, to turn right, the right foot 4 (with or without
footwear 10) can be slid forward and to the right simultaneously
while the left foot 4 (with or without footwear 10) slides backward
and to the left.
[0051] FIG. 2 shows a partial cross-sectional view of another
embodiment of the platform 2 illustrating one or more braces 14 to
prevent movement of the platform 2 during use. The braces 14 may
comprise a single brace surrounding the underside of the platform 2
or a number of individual vertical braces (separate or connected
together by horizontal members) spaced about and supporting the
underside of the platform 2. The whole assembly should rest on
horizontal terrain (e.g., floor, ground surface or the like). The
braces 14 may rest upon a generally horizontal floor or ground
surface with an adhesive, a fastening mechanism or the like used to
hold at least a portion of the underside of the platform 2
stationary relative to the braces 14 such that the platform is
stationary relative to the floor or ground surface. The braces 14
may be stationary relative to the horizontal floor or ground
surface due to the weight of the platform 2 and/or braces 14 alone.
An adhesive, a fastening mechanism, vertical spikes extending
downwardly from the braces 14 into the floor or ground or the like
may be used to hold at least one brace 14 stationary relative to
the floor or ground surface. For most adult or adolescent users,
the platform 2 needs to be at least approximately two (2) to six
(6) feet (preferably three (3) to four (4) feet) in diameter, or
slightly more than a full walking stride in the horizontal plane.
The platform 2, including a platform base 16, may be constructed
from any suitable material, for example metal, wood, plastic,
ceramic or toughened glass. In the alternative, the platform 2 may
be placed within a recess (not shown) within a floor or ground
surface. The recess can be similar in shape and/or size to the
platform 2 with an adhesive, a fastening mechanism or the like used
to hold the platform 2 stationary relative to the recess if the
weight of the platform 2 with or without the additional weight of
the user is not sufficient to maintain the platform 2 in a
stationary position relative to the floor or ground surface while
in use. The distance moved in a game does not have to be equivalent
to that physically walked on the platform.
[0052] In one mode of use, the platform upper surface 6 shown in
FIG. 1 includes a mechanism for reducing friction 18 of a portion
of the user's feet 4 or footwear 10 contacting the surface 6 of the
platform 2 sufficiently to allow omni-directional motion; wherein
the user does not move substantially away from a center of the
platform as the user moves his/her feet 4 or footwear 10. The
mechanism for reducing friction 18 may be a coating of a material
such as PTFE placed over the surface 6 of the platform 2 that
reduces the coefficient of friction between the user's footwear and
the platform upper surface 6. Alternatively the upper surface 6 can
be painted and treated with polish, wax or a suitable lubricant.
The platform 2 can also be manufactured from PTFE. Alternatively or
in addition to the mechanism for reducing friction 18, friction
between the user's feet 4 and the upper surface 6 of the platform 2
can be minimized by the user wearing footwear 10 with soles
designed to minimize the friction between their surfaces and the
upper surface 6 of the platform 2. Examples of the footwear sole
material include, without limitation, PTFE, silk or any other
material designed to minimize friction between the user's feet 4
and the upper surface 6 of the platform 2. The soles of the
footwear 10 should be pliable enough to allow smooth movement
across the surface 6 of the platform 2. As the user moves his/her
leg 20 forward or back in a straight line there is a tendency to
follow the circular contour of the platform 2 to some extent (i.e.
in more of an arc). When, for example, the right foot 4 is fully
forward, there will be greater pressure on the front right of the
foot 4 and when fully back more pressure on the rear right of the
foot 4. The changing shape of the surface 6 with respect to the
sole as it slides across the surface 6 might be accommodated by
three methods: (a) the sole surface could be in sections to allow
the sections to splay out under pressure (in a similar way to that
of tiles laid upon a curved roof); (b) a thicker pliable sole
material (or laminated layer) would permit distortion of the
normally flat sole to match the dish contour; and (c) a gel-filled
sole (similar to a gel-filled footwear insert but forming the sole
of the footwear 10) would permit distortion of the normally flat
sole to match the dish contour.
[0053] Also, the material used to construct the platform 2 may be
such that there is sufficiently low friction between the surface 6
and the user's feet 4 such that no coating for reducing friction is
required.
[0054] The view from above the active platform 2 area is circular.
The lowest point of the concave platform 2 is in its center 12. In
this respect the platform 2 could be described as bowl or
dish-shaped. The user is thus able to stand, walk, move, crouch or
jump vertically, and change the direction he/she is facing without
impediment. FIG. 2 further illustrates that from a cross-sectional
view the concave platform 2 describes an arc, which has a radius
that is at least the distance from the base of the user's footwear
4 to their hip joint 22. The diameter of the platform 2 could
therefore be roughly at least twice the leg length of the user.
This facilitates ease of leg movement, as one's center of gravity
will not move substantially and the angle 24 of one's foot 4 with
respect to one's leg 20 will remain fairly constant. The body of
the user should not move substantially away from the center 12 of
the dish or platform 2 as he/she moves his/her legs 20. The contour
of the platform 2 is the same in every direction from the center
12. The contour of the platform 52 may be the same in every
direction from the center 12. The angle of the contour may increase
a distance form the center 12, in order to limit the distance the
user's feet 4 can travel. The concave shape of the platform 2
performs two important functions: (a) the surface 6 describes an
arc similar to that of a person's feet 4 as they move them back and
fore, keeping the user's pelvis in roughly the same position; and
(b) it assists the user to stay in the center 12 of the platform 2.
The surface 6 of the platform 2 includes a perimeter edge 26 to
prevent a user's foot from sliding further than a perimeter rim of
the platform 2.
[0055] In another exemplary embodiment shown in FIG. 3, a platform
32 is of the same/similar shape, construction and is used as the
platform 2 previously described above but the platform 32 is not
coated or manufactured from a specifically friction reducing
material. In this instance the user wears roller skates or similar
footwear 34, which are designed to roll over a fixed upper concave
surface 36 of the platform 32. The same arrangement is illustrated
in cross-sectional view FIG. 4. The friction reduction, which is
necessary for the user's feet to slide easily over the concave
platform 32, is in this case achieved by the user wearing roller
skates 34. The upper surface 36 in this example would not be
treated with polish, wax or lubricant. However, any actual coating
if desired or needed would be dependant on the particular material
chosen for the platform 32, and would provide sufficient grip to
prevent the wheels of the user's footwear 34 from skidding as the
user moves his/her legs 40 in a manner same and/or similar to the
manner described above. Also, the material used to construct the
platform 32 may be such that there is already sufficiently low
friction between the surface 6 and the user's footwear 34 such that
no coating for reducing friction is required. The surface 36 of the
platform 32 includes a perimeter edge 46 to prevent a user's foot
from sliding further than a perimeter rim of the platform 32. The
user is illustrated wearing virtual reality eyewear 38 but eyewear
38 is only required when the platform 32 is used as part of virtual
reality simulation or the like. Eyewear 38 is not required by the
user when the platform 32 is used just for exercise.
[0056] Notwithstanding that the locomotion platform 2, 32 of the
present invention may be used simply for the purpose of exercise,
the movement thus obtained is suitable for detection via electronic
sensors. The data thus derived can be used by a computer program
for analysis or as user input. Multiple methods of movement
detection are possible. The following examples outline some of the
methods to derive the movement data.
[0057] In one mode of use, the user wears a movement detection
mechanism 42 for detecting motion and position of the user, as seen
in FIGS. 2 and 4. This movement detection mechanism 42 comprises a
number of three-dimensional (3D) tracking sensors or devices placed
on or close to the user's feet 4. 3-D tracking devices are
typically used for motion capture. Alternatively, these tracking
devices 42 may also be placed at a number of locations on the
user's body including, without limitation, legs, torso, arms and
head. These 3-D devices output channels of information that
corresponds to their X, Y and Z position relative to a magnetic
source. A computer program that samples the X, Y, and Z position at
sufficient intervals can compute the user's speed and direction. To
calibrate this system, the sensors 42 would be placed at certain
predefined positions relative to the platform 2, 32, such as the
center 12 and at the limits of where the user's feet or footwear 4,
10, 34 would be expected to travel. The computer program would then
monitor the X, Y, and Z positions of the sensors 42 placed on the
user and calculate, by reference to the calibration points, how far
the sensors 42 moved in each sample time interval and therefore how
fast they were moving and if they had changed direction. This
arrangement can also operate in the reverse sense, whereby the user
wears the reference sources and the sensors 42 are mounted in the
platform 2, 32 or nearby. For example, if the user wears visual
reference markings, optical sensors can be used to detect the
absolute or relative position of these markings. Sampling the
marker positions at sufficient time intervals and comparing these
against elapsed time enables the user's speed and direction to be
computed. In another example, if radio frequency (RF) chips, such
as radio frequency identification (RFID) tags are used, RF sensors
can be used to detect the absolute or relative position of these
RFID tags. Sampling the RFID tags positions at sufficient time
intervals and comparing these against elapsed time enables the
user's speed and direction to be computed. Other methods of
position and movement detection are possible.
[0058] Methods of motion detection can range from "simple" to
"advanced." A "simple" method of motion detection can occur in the
context of a first-person computer game. Such first-person computer
games often use keys to move forward and back but the user can only
move in the direction the user is "looking" in the game (and that
view is controlled by moving the mouse). Game-pads also work in a
similar manner. Video glasses like virtual reality eyewear can
incorporate a head-tracker having output used to control where the
user is looking (e.g. as the user looks or turns right, the video
view also turns right). The walk action is to slide each leg 20 in
anti-phase to one another so as one leg 20 moves forward, the other
legs 20 moves backward. This way, the user does not move far from
the center 12 of the platform 12. The simple method of operation
for the platforms 2, 32 would additionally detect any leg 20
movement and interpret this as forward movement. Backward movement,
if needed, could be accomplished by (a) a button press while the
user is moving their legs (e.g., press a button on a gun, sword or
whatever the user may be holding), (b) the user's position with
respect to the absolute center of the dish (e.g., there can be a
tendency for the user to climb the side of the platform 2, 32 the
user is facing, even though the user constantly slips back from it,
so the relative position to center 12 of the platform 2, 32 might
be used), or (c) even which of the user's legs 20 moves first
(e.g., from a standing start if the user is right-footed, the user
normally walks forward with his/her right foot first).
Alternatively, brain sensors could be used to determine which
direction the user desires to walk in. The drawback to the simple
method is that if the user tried to look backward over his/her
shoulder in the real world while wearing virtual reality eyewear in
order to see "behind" himself/herself in the virtual world, the
user might wind up travelling in that direction in the virtual
world even though the user's legs are pointing "forward ahead" in
the real world.
[0059] An "advanced" method of motion detection occurs, ideally,
such that when the user "looks" while wearing virtual reality
eyewear, the user would see the user's own virtual legs move at the
same time and by the same amount as the user's real legs. The user
would also be able to look over his/her shoulder and still walk in
the direction the user's legs are facing. To achieve this, the
software game or virtual world allows more channels of input to
distinguish the field of view from the direction of travel. In
hardware terms, a greater number of movement sensors are needed to
track each limb. As suggested above, a variety of methods are
commonly available such as optical (camera) or XYZ trackers based
upon accelerometers. Preferably, movement detection is accomplished
by using either accelerometers attached to the user's body or by an
optical solution such as a camera (e.g., the SONY EYETOY, a color
digital camera device, similar to a webcam, for a SONY PLAYSTATION
that uses computer vision to process images taken by the camera,
allowing players to interact with games using motion, color
detection and also sound, through a built-in microphone with the
camera being hand-held or mounted on a pivot to allow for
positioning).
[0060] FIGS. 5A and 5B illustrate, respectively, side and bottom
plan views of another embodiment of the platform 2, 32 illustrating
one or more braces 44 to prevent movement of the platform 2 during
use. The braces 44 may comprise four braces extending radially away
from a center that is directly underneath the center of the
platform 2, 32 surrounding the underside of the platform 2, 32. The
whole assembly should rest on horizontal terrain (e.g., floor,
ground surface or the like). The braces 44 may rest upon a
generally horizontal floor or ground surface with an adhesive, a
fastening mechanism (e.g., fasteners; suction cups; a series of
grooves, tabs and slots on the underside of the platform 2, 32 and
upper surfaces of the braces 44) or the like used to hold at least
a portion of the underside of the platform 2, 32 stationary
relative to the braces 44 such that the platform 2, 32 is
stationary relative to the floor or ground surface. The braces 44
may be stationary relative to the horizontal floor or ground
surface due to the weight of the platform 2, 32 and/or braces 44
alone. An adhesive, a fastening mechanism (e.g., fasteners, suction
cups or the like), vertical spikes extending downwardly from the
braces 44 into the floor or ground or the like may be used to hold
at least one brace 44 stationary relative to the floor or ground
surface.
[0061] In another mode of use, as illustrated in FIG. 6, and in
conjunction with another exemplary embodiment of the present
invention, a platform 52 is of the same/similar concave shape,
construction and is used as the platforms 2, 32 previously
described above but an upper surface 56 of the platform 32 includes
a plurality of switch elements or pressure sensors 58 that are
activated as the user's feet 54 (with or without footwear 60) press
downwardly upon the sensors 58. By analyzing the position and
sequence of activated sensors, relative to time, the user's speed
and direction is computed. As described above with respect to the
platforms 2, 32, the platform 52 and/or the user's footwear 60 can
be manufactured in such a way as to reduce the friction between the
upper surface 56 of the platform 52 and the footwear 60. As
described above, the concave shape of the platform 52 assists a
person to slide their feet 54 (with or without footwear 60) back
and fore across the surface 56 of the platform 52. If each foot 54
(with or without footwear 60) is slid in the opposite direction to
the other, an approximate walking and/or running actions can be
simulated. The pressure sensors 58 may be in the form of an array
of switch elements spaced at sufficient intervals across the
surface 56 to provide data, via an interface (not shown) to a
computer (not shown), as to where the user's feet 54 (with or
without footwear 60) are positioned on the platform 52. The
interface may be a wired or wireless connection between the
pressure sensors 58 and the computer.
[0062] A suitable computer program would interpret the activated
switch elements 58 to determine the position, speed and direction
of the user's feet 54 (with or without footwear 60). Analyzing the
sequence that the switch elements 58 are activated and released can
derive the speed and directional information. The position of the
switch elements 58 can be laid out so that during use slight
changes in the direction that the user is sliding their feet 54
(with or without footwear 60) can be determined. Change of
direction and speed of change can be derived from the switch data.
Switch data from the platform surface 56 can be used to determine a
change in direction that the user is sliding his/her feet 54, but
the actual degree of change, or absolute direction that the user is
now pointing need not always be exact. For instance, it may or may
not be necessary if the user was to turn a full three hundred sixty
(360) degrees for the computer program to reflect that the user is
now pointing in the same direction. The switch data from the
platform 52 may be used in any manner a computer program chooses.
Walking/running/stopping/jumping/turning are some examples but
others are possible. Relative or absolute position of feet 54 can
indicate anything a computer program decides.
[0063] The switch elements 58 could be in the form of a
touch-sensitive membrane adhered to the top of the platform surface
56 whose switch outputs are fed, via a suitable electrical
interface, to a computer. The user stands vertically on top of the
platform 52 and slides their feet 54 back and forth across the
surface 56, actuating the membrane switch contacts. Alternatively
the switch elements 58 could be attached to the underside of the
platform surface 56, in a similar manner to some types of membrane
keyboards. The concave nature of the platform surface 56 should be
of a profile or angle that facilitates a user as they slide their
feet 54 (with or without footwear 60) across the surface 56.
[0064] The platform upper surface 56 shown in FIG. 6 includes a
mechanism for reducing friction 62 of a portion of the user's feet
54 or footwear 60 contacting the surface 56 of the platform 52
sufficiently to allow omni-directional motion; wherein the user
does not move substantially away from a center of the platform as
the user moves his/her feet 4 or footwear 10. The surface 56,
including any switch membrane, may be coated with a material that
reduces the coefficient of friction between the user's feet 54
(with or without footwear 60) and the platform surface 56 (e.g.,
wax, polish, lubricant, PTFE or the like). The pressure sensors 58
previously described may be of an inductive design, e.g. magnetic
pickup, instead of contact closures. That is, instead of switch
elements 58 creating a contact closure, a change in resistance,
capacitance or impedance may also be used to indicate pressure
detection. Alternatively or in addition to the mechanism for
reducing friction 62 between the user's feet 54 and the upper
surface 56 of the platform 52 can be minimized by the user wearing
footwear 60 with soles designed to minimize the friction between
his/her feet 54 and the upper surface 56 of the platform 52.
[0065] Examples of the footwear sole material include, without
limitation, PTFE, silk or any other material designed to minimize
friction between the user's feet 54 and the upper surface 56 of the
platform 52. The footwear 60 may also be in the form of roller
skates or similar footwear designed to roll over the fixed upper
concave surface 56 of the platform 52. The upper surface 56 in this
example could be treated with a polish, wax or lubricant (dependant
on the particular material chosen for the platform 52) that would
provide sufficient grip to prevent the wheels of the user's
footwear 60 from skidding as the user moves his/her legs 40 in a
manner same and/or similar to the manner described above. In the
alternative, the surface 52 may not include a coating for reducing
friction when roller skates are worn by the user. Also, the
material used to construct the platform 52 may be such that there
is sufficiently low friction between the surface 56 and the user's
feet 54 or footwear 60 such that no coating for reducing friction
is required. The surface 56 of the platform 52 includes a perimeter
edge 66 to prevent a user's foot from sliding further than a
perimeter rim of the platform 52. The user is illustrated wearing
virtual reality eyewear 68 but eyewear 68 is only required when the
platform 52 is used as part of virtual reality simulation or the
like. Eyewear 68 is not required by the user when the platform 52
is used for exercise.
[0066] In another mode of use, as illustrated in FIG. 7, and in
conjunction with another exemplary embodiment of the present
invention, a platform 72 is of the same/similar concave shape,
construction and is used as the platforms 2, 32, 52 previously
described above but the platform surface 76 can be manufactured
from a flexible material forming a cushioned or diaphragm surface
which deforms under the weight of the user. The flexible material
forming the platform surface 76 can be made of a material that
reduces friction between the platform surface 76 and the user's
feet 74 (with or without footwear 80) in a manner similar to that
described above. The flexible material forming the platform surface
76 can also be covered with a coating, similar to the ones
described above, that also reduces friction between the platform
surface 76 and the user's feet 74 (with or without footwear 80).
The footwear 80 can also have a sole constructed in a manner
similar to that described above with respect to the footwear 10, 60
that reduces friction between the platform surface 76 and the
user's feet 74. In this instance, a circle around the user might be
anchored so that the path the user's feet 74 (with or without
footwear 80) make as they slide over the surface 76 describes an
upward arc as the user moves his/her feet 74 (with or without
footwear 80) further apart. As such, the surface 76 when used
achieves a concave profile. The platform surface 76 could contain a
flexible touch sensitive membrane similar in form and function to
the one described above. Alternatively external devices, such as
optical-electric sensors, could detect movement of the user's legs
90 in a manner similar to that described above. The surface 76 of
the platform 72 includes a perimeter edge 86 to prevent a user's
foot from sliding further than a perimeter rim of the platform 72.
The user is illustrated wearing virtual reality eyewear 78 but
eyewear 78 is only required when the platform 72 is used as part of
virtual reality simulation or the like. Eyewear 78 is not required
by the user when the platform 72 is used for exercise.
[0067] In yet another mode of use, as illustrated in FIG. 8, and in
conjunction with another exemplary embodiment of the present
invention, a platform 102 is of the same/similar concave shape,
construction and is used as the platforms 2, 32, 52, 72 previously
described above but the platform surface 106 is embedded with ball
bearings 108 that rotate under the weight of the user's feet 104
(with or without footwear 110) to facilitate friction reduction.
Each ball bearing 108 includes a micro-switch mounted underneath
it, which would activate as the user pressed on the ball bearing
108. The surface 106 of the platform 102 includes a perimeter edge
116 to prevent a user's foot from sliding further than a perimeter
rim of the platform 102. The user is illustrated wearing virtual
reality eyewear 118 but eyewear 118 is only required when the
platform 102 is used as part of virtual reality simulation or the
like. Eyewear 118 is not required by the user when the platform 102
is used for exercise.
[0068] FIG. 9 illustrates a system 130 used for televising first
person computer games where a user, in the role of a player, stands
upon an embodiment of a platform 2, 32, 52, 72, 102 surrounded by a
cylindrically-shaped rear-projection screen 132. Alternatively, the
screen 132 can be cube-shaped or any polygonal shape. The system
130 described herein allows players to play a computer game in a
manner distinct from shows where the players control characters in
a computer game. A key intention is for the viewer not to feel they
are watching someone play `over their shoulder`. The show
contestants become the game characters. The concept of online
gaming can be emulated with players in one TV studio competing live
against others in another town or country. Four high definition
(HD) projectors 134 (only two are seen in FIG. 9) are used to
display a continuous three hundred sixty (360) degree
computer-generated scene around the player. Detectors or sensors
(not shown) attached to the player's footwear supply direction
information, which is fed back to the computers (not shown)
generating the back-projected images. The player is completely
immersed in a virtual environment using surround video and audio.
Additionally, sub-audio feedback can be added through the
locomotion platform 2, 32, 52, 72, 102 and even infrasound (a low
frequency note that causes unease that could be directed at a
player (using devices the generate infrasound) during times of
suspense). A production team can thus place a player into almost
any imaginable scenario to film their reaction.
[0069] FIG. 10 illustrates a typical camera view where the player's
feet are always below shot 136. As the player performs a simulation
of walking, running or the like, the player's movement and that of
the background images projected onto the screen 132 give the
impression that the player is actually moving. Close-ups of an
actor's face most effectively convey drama. Most war cameramen
maintain that some of their most effective material is footage of
soldier's faces. Thus, camera shots as described help "immerse" the
viewer into the simulation.
[0070] FIG. 11 illustrates a user standing upon the platform of
FIG. 9 with four cameras 138 located at ninety-degree intervals
(e.g., a North (N) camera, a South (S) camera, an East (E) camera
and a West (W) camera) between the platform 2, 32, 52, 72, 102 and
the screen 132. The player is in the center of the platform 2, 32,
52, 72, 102 and none of the camera views include the other cameras
138. The cameras 138 may be held in a fixed position relative to
each other or hand-held.
[0071] FIG. 12 illustrates a top plan view of the platform 2, 32,
52, 72, 102, cameras 138 and screen 132 of FIG. 11 with the user in
the center of the platform 2, 32, 52, 72, 102. The dotted lines in
FIG. 12 extending outwardly from each camera 138 illustrate the
wide-angle field of view 140 of each camera 138. Each camera 138
can also zoom in to obtain close-ups of the player's face. Because
many games have a maze-like construction, a player or players would
predominantly face one of the cameras 138, even if the positions of
each camera 138 were fixed.
[0072] FIG. 13 illustrates a side view of the platform 2, 32, 52,
72, 102 and cameras 138 of FIG. 11 with the user in the center of
the platform 2, 32, 52, 72, 102. The view from the S camera 138
will not include the E and W cameras 138 and the player's body
prevents the S camera 138 from seeing the N camera 138.
[0073] FIGS. 14-18 illustrate a user standing upon the platform 2,
32, 52, 72, 102 of FIG. 9 with four cameras 138 mounted, at
ninety-degree intervals, on a ring or circular rail 142 rotating
about the platform 2, 32, 52, 72, 102 between the platform 2, 32,
52, 72, 102 and the screen 132. The cameras 138 mounted on the rail
142 are rotated around the player by a rotating wheel 144 or the
like engaging the rail 142. The rotating wheel 144 is itself
rotated by a motor (not shown). As the cameras 138 are at fixed
ninety-degree intervals, the rail 142 supporting them need only
rotate forty five-degrees in either direction to obtain a full
three hundred sixty (360) degrees of vision from the cameras 138.
This also minimizes the length of trailing cables if the cameras
138 are not connected wirelessly to a computer system. Operation
camera control uses traditional joysticks with the addition of left
and right foot pedals.
[0074] FIG. 15 illustrates a top plan view of the platform 2, 32,
52, 72, 102, cameras 138, rail 142 and screen 132 of FIG. 14 with
the user in the center of the platform 2, 32, 52, 72, 102. The
dotted lines extending outwardly from each camera 138 illustrate
the wide-angle field of view 140 of each camera 138. FIG. 16
illustrates a side view of the rail 142 and the cameras 138 mounted
thereto that illustrates the rotation of the rail 142 being enabled
by the rail 142 resting upon and engaging a plurality of freely
rotating wheels 146 mounted on brackets 148 affixed to or otherwise
resting on the ground surface where the rotating wheels 146 are
positioned beneath the rail 142 in a generally circular
configuration. The motorized wheel 144 engages the rail 142 to
provide the movement and the wheels/brackets 146/148 are arranged
in a circular arrangement in accordance with the generally circular
shape of the rail 142. FIGS. 17 and 18 illustrate views of the rail
142 engaging one of the wheels 146 and brackets 148.
[0075] As illustrated in FIGS. 19-23, an alternative set-up 150 to
that seen in FIG. 9 can be made using three back-projections. FIG.
19 illustrates a platform 152 similar to the platforms 2, 32, 52,
72, 102 described above where the platform 152 is mounted in a
portable case 156 with a material 158 (e.g., foam) surrounding the
platform 152. For example, as seen in FIG. 20, a user stands on the
platform 152 surrounded on three sides by back-projected screens
154 which form the set, with the 3D virtual images taken by the
cameras (not shown) rendered on three networked personal computers
(not shown), running 3D graphic software. Alternatively, the player
seen in FIG. 20 could be surrounded on four sides using four
screens with associated back-projections. Factors affecting the
simulation include the quality of the 3D image textures and
synchronism of the three back-projected screens 154. A reliable
frame-lock synchronizing mechanism is used. Cursor keys can be
pressed to simulate telemetry information of the player's
movements. In the alternative, a hand-held camera can be used to
provide the context of the virtual surroundings and facial close-up
reaction shots can be captured and combined without disjointed
cuts. Apart from just the pleasing look of these camera shots, it
is possible to follow two opponents simultaneously, and cut between
them, without losing continuity, as described below. As seen in
FIG. 20, an image of a maze is projected on the screens 154 (for
reasons of clarity, only the rear screen 154 behind the player is
illustrated with an image of a maze projected thereon but images of
the maze would be projected on the screens 154 to the sides of the
player during actual gameplay). A view of a player is shown in FIG.
21 with two screens 154 seen behind the player and another view in
FIG. 22 with two screens 154 seen to the side and front of the user
(for reasons of clarity, projected images of a maze are not seen on
the visible screens 154 of FIG. 21 and projected images of a maze
are not seen on the visible side screen 154 of FIG. 22 but images
of the maze would be projected on all the screens 154 during actual
gameplay). Another view of the player is shown in FIG. 23 with two
screens 154 seen to the sides of the player and one screen 154 in
front of the player (for reasons of clarity, a projected image of a
maze is shown on only on the screen 154 seen in the direction the
player is facing but images of the maze would be projected on all
the screens 154 during actual gameplay).
[0076] The set-up 150 described above can be used to produce a 3D
PACMAN-type game, with the player assuming the role of the
`Muncher`. The set-up includes a number of components: (1) a
maze/map with themed areas; (2) two opposing contestants playing
simultaneously; (3) objects to collect for points; (4) a beast
chasing them; (5) doors that the players can lock to trap their
opponent in with the beast; (6) mildly comic treatment of `caught`
players, such as shrinking them using special effects by using a
computer to manipulate the player's image relative to the
background image; and (7) played over the intranet from two
separate locations. The aim is for the game to be readily
understood but highly unpredictable. Various options are available
as a forfeit when the beast catches a player. These include going
back to the start or being frozen at a location for a period. One
option is shrinking the player by means of camera angles and
expanding the 3D back-projected images. Sound effects will be
louder the closer a player is to the source of the sound (e.g.
sliding doors, beast's footsteps or the like). Infrasound can also
be added to make a player feel less comfortable in areas like
tombs. Simple but robust loudspeaker voice-coils are attached to
the locomotion platform to provide vibration effects such as
juddering and jolts. As there is no physical set required, with
simple lighting and a single camera person at each site, maximum
fun can be achieved for minimum cost.
[0077] In order to prevent drift over time of the three
back-projected images, XYZ position network packets are broadcast
from a master personal computer (PC) at roughly twenty five (25)
times per second. The client PCs render their images on receipt of
this information. The precise frame rate is not critical due to the
image persistence of the liquid crystal display (LCD) projectors.
This means that the PCs only need to be able to render about twenty
five (25) frames per second, and should therefore operate well
within tolerance. The synchronization network packets will only
occupy about 0.01% of the available bandwidth. This enormous
headroom means this solution is very flexible and should not
present any problems when connecting sites over the wide area.
Another great advantage is that any PC can run at any time and
immediately be in sync; providing many equipment redundancy options
should the shows be aired live.
[0078] FIGS. 24 and 25 illustrate diagrams of examples of a video
system and a network system of the type used to implement a
televised first person computer game. It is illustrated that two
players (each player on a platform 2, 32, 52, 72, 102, 152) can
play the same simulated game in two different locations.
Alternatively, a single player can be in a studio (e.g., television
studio) at Location One (e.g., London, New York, etc.) but the
simulation is controlled remotely at another studio (e.g.,
television studio) at Location Two (e.g., Manchester, Philadelphia,
etc.) which could be miles away from Location One. The video system
diagrams how cameras are controlled and the various views (e.g.,
`Beast` view, player's view, third person view, etc.) that can be
obtained and integrated into the simulation. As seen in FIG. 25,
one player is located in a television studio at Location One while
another player is located in a television studio at Location Two.
The xyz positions of each players is sent to a Master PC associated
with that player. Various display PC and projectors are connected
to the Master PC. The two studios are connected by an intranet or
an internet A PC dedicated to control of the `Beast` in the game is
connected to the network system as well as a PC for the Lighting
Director's control. A computer dedicated to providing `Plan view`
Color Separation Overlay (CSO) (CSO being a British Broadcasting
Corporation (BBC) term, otherwise known as Chroma-keying
("blue-screen" (although it can be green)) background and a
computer dedicated to `Player views` are also connected to the
network system. A 3D graphics engine can be used and the rendered
scenes can be greatly enhanced by a professional graphics artist.
The textures used can, at a minimum, be basic specimens supplied
with a graphic design package. Having control of every aspect of
the graphic engine is preferable. Another technical innovation is
that the Lighting Director has a tool giving them complete control
of lighting the virtual set in addition to the physical studio
lighting, ensuring a better match. Test images and line-up tools
can be provided for setting up virtual camera views.
[0079] As seen in FIGS. 24 and 25, there are a variety of camera
options available to be used. For example, steadicam and overhead
cams are alternatives that can be used in place of or in
conjunction with fixed cameras (or the cameras positioned on the
moving rail). Steadicams, fixed cams, and overhead cams can be used
alone or in combination to provide a variety of camera shots. It is
illustrated how the xyz movements (the xyz positions being
determined by movement sensors that send information to a Master PC
to drive the background CGI generated video) of more than one
player (e.g., two players are illustrated but there can be many,
many more players) in more than one separate locations. Color
Separation Overlay (CSO) or Chroma-key is used to map CGI as a
background. IP TV provides optional video feeds provided using
internet protocol. Control Location One and Control Location Two
are the respective central control areas for Location One and
Location Two with the two locations connected by video circuits
(e.g., SDI video circuits). The two locations can be connected by
wires or wirelessly (using analog or digital signals).
[0080] The principal problems the embodiments of the present
invention overcome are that the presenters or contestants: (a) are
very restricted in how far they can walk; (b) cannot see the
background that the viewer sees and have to imagine; and (c) have
visible `fringing` where the video background and foreground touch.
The exact content of the show will depend to some extent on what is
technically feasible and produces the best results. For example,
two contestants playing simultaneously concentrate attention on the
game and are more compelling. Rather than consume time and money
where it may not add to the enjoyment, or cater for situations that
may not happen in practice, intriguing game rules can be devised to
turn these into a feature. One illustration is that neither player
might be able to see their opponent but can see the effect of their
actions. Similarly the beast's view could be a monochrome
background with a thermal camera type image of the contestant.
[0081] The system including the locomotion platform does not
require specific game software to be written for it but will open
up opportunities for game makers to exploit. The system can be
connected via USB to a console or PC as a direct replacement for a
hand-held gamepad. Thus, first person games will not necessarily
require modification. Peripherals that enhance immersion include
joysticks and steering wheels, especially with force feedback. Once
a player is used to these, it is difficult to enjoy the games
without them.
[0082] The concave surface of the locomotion platform 2, 32, 52,
72, 102 is very stable to stand and move on, despite the
low-friction surface 6, 36, 56, 76, 106. It should therefore fall
well within the `safety envelope` of similar devices, for instance:
roller-blades, trampolines, bicycles and skateboards. One of the
key advantages is that little or no momentum is possible, so even
if the user does topple over there will not be any speed element or
other extraneous influence, such as being hit by a vehicle. There
is also no fear that the platform 2, 32, 52, 72, 102 will run out
of control or need to be stopped in an emergency.
[0083] Safety equipment will be recommended such as a cycle helmet
and possibly a ring shaped inflatable crash mat (similar to a large
inner-tube). Further to this any other potential safety concerns
would be fully investigated. As an example, research has already
identified that neither cinemas nor computer games are considered
to induce epileptic seizures.
[0084] As with normal motion-capture, sensors can be placed on the
player/actor to control an avatar (i.e., virtual character).
However, the detected motion can be used to control the background
image rather than a foreground (avatar) image. The sensor
information can be used to manipulate the foreground image when
that image is the camera output (i.e. the real person). Because the
locomotion platform 2, 32, 52, 72, 102 confines the user to one
place, sensor information can be used to control digital video
effects (DVE) equipment which allows a user's camera image to be
manipulated in real-time. For instance, the user's head could be
altered to be as large as his/her body or some other feature that
might impact on the game the user is playing. One advantage of this
is that while it might be considered inappropriate for participants
to be seen shooting each other (a common aspect of many computer
games), a caricature of a person might be able to get away with
more and be more entertaining for the viewer. In fact, any visible
feature of a person could be accentuated to monitor its effect,
such as making the person appear taller, thinner, thicker, larger,
more tanned, hairy or blond etc. Even individual features of a
user, such as the user's nose, could be modified (e.g., enlarged,
shrunk, etc.). As outlined above, detection of the user's movement
drives the background.
[0085] While the present invention has been described in the
context of exercise and the way computer games are played, it is
clear that there are many other professional applications in
television production and the training of military and emergency
services staff. For domestic usage, where large screens surrounding
the player are prohibitive, there are two possible solutions: (a) a
wireless video link to the video glasses or virtual reality
eyewear; or (b) a small enough games console to be worn by the user
or placed in a backpack. A wireless video link might be based on
WiFi or Bluetooth technology. It is critical that the wireless
video link does not introduce any latency; such as often occurs
with video compression technologies which examine each frame for
redundant information. One aspect in its favor is that the
transmission path will be very short and should therefore require
very low power.
[0086] As alluded to above, both professional and domestic versions
are envisaged, with the professional market likely to be early
adopters. The professional market would include
military--dismounted infantry, television virtual reality studios,
and personnel training for Police, Firemen, flight crews etc. First
person games will become a personal experience. This in turn
creates new possibilities for game and simulation makers as it
opens up the possibility for people to experience new things.
Imagine being able to compete in your national football team along
side your favorite players. Karaoke would extend to performing on
stage in front of a virtual audience. World War II (WWII)
simulations would feel much more real and it will be possible to
understand what it felt like at historic events and places.
[0087] While various embodiments of the present invention have been
described above, it should be understood that they have been
presented by way of example only, and not limitation. Thus, the
breadth and scope of the present invention should not be limited by
any of the above-described exemplary embodiments, but should
instead be defined only in accordance with the following claims and
their equivalents.
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