U.S. patent application number 12/723627 was filed with the patent office on 2010-09-23 for methods and apparatus to provide user a somatosensory experience for thrill seeking jumping like activities.
Invention is credited to Quan Xiao.
Application Number | 20100240454 12/723627 |
Document ID | / |
Family ID | 42738130 |
Filed Date | 2010-09-23 |
United States Patent
Application |
20100240454 |
Kind Code |
A1 |
Xiao; Quan |
September 23, 2010 |
Methods and apparatus to provide user a somatosensory experience
for thrill seeking jumping like activities
Abstract
A method of providing user somatosensory experience for "thrill
seeking jumping like activities" (for purposes such as but not
limited to training, game, or entertainment) involves: Providing
means for changing elevation of user that rapid enough for user to
feel the difference of gravity feeling or "G force" with feelings
of user under stationary situation, wherein the facing direction
relative to the direction of movement and/or pose of the user can
be changed, and the speed of elevation change provide by the means
can be controlled/adjusted; While the user using the elevation
changing means, using a computer-implemented virtual reality system
to present to the user a virtual reality environment. The view
point and/or direction changes in the virtual reality environment
are consistent with the position changes and/or self motion of the
user in the elevation changing means; So that the user experiences
the virtual reality environment under a "variable gravity"
condition or "G-Force" provided by the elevation changing means in
a synchronized way, such "variable gravity" condition enhancing
experience of the virtual reality environment. It is also possible
for users to interact with the system by means such as game
controller or gesture and etc, so that the output of the elevation
means could be affected/changed by user input.
Inventors: |
Xiao; Quan; (US) |
Correspondence
Address: |
QUAN XIAO
161 Stevie Ct.
Fremont
CA
94539
US
|
Family ID: |
42738130 |
Appl. No.: |
12/723627 |
Filed: |
March 13, 2010 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
|
|
61210107 |
Mar 14, 2009 |
|
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Current U.S.
Class: |
463/30 |
Current CPC
Class: |
B64D 23/00 20130101;
A63G 2031/005 20130101; A63G 31/00 20130101; B64G 7/00 20130101;
A63G 21/20 20130101; G09B 9/08 20130101; A63G 31/16 20130101 |
Class at
Publication: |
463/30 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Claims
1. A method of providing user somatosensory experience for "thrill
seeking jumping like activities", the method comprising: Providing
means for changing elevation of user that rapid enough for user to
feel the difference of gravity feeling or "G force" with feelings
of user under stationary situation, wherein the speed of elevation
change provide by the means can be controlled/adjusted and the
facing direction relative to the direction of movement and/or pose
of the user can be changed, While the user using the elevation
changing means, using a computer-implemented virtual reality system
to present to the user a virtual reality environment. The view
point and/or direction changes in the virtual reality environment
are consistent with the position changes and/or self motion of the
user in the elevation changing means, So that the user experiences
the virtual reality environment under a "variable gravity"
condition or "G-Force" provided by the elevation changing means (in
a synchronized way), such "variable gravity" condition enhancing
experience of the virtual reality environment.
2. A method according to claim 1, wherein using the
computer-implemented virtual reality/mixed reality system including
modeling an virtual environment in which user can perform "thrill
seeking jumping like" activities such as but not limited to: bungee
jumping, sky diving, parachuting, jet pack flying, ski jumping, X
bike, ATV or snow mobile jumping, flying with special(or fictional)
equipments or riding fictional animals and etc. The virtual
environment could have a setting that is on earth or
extraterrestrial.
3. A method according to claim 1, wherein the computer-implemented
virtual reality system includes a virtual reality display on at
least one surface in the visual environment.
4. A method according to claim 3, wherein the surface is at least
one wall of the simulating environment (that surrounds user).
5. A method according to claim 1, wherein using the
computer-implemented virtual reality system includes having the
user don (i) a head-mounted display system, such display system
including at least one sensor to identify at least one position of
the user's head, wherein the display system and the sensors form a
part of the computer-implemented virtual reality system.
6. A method according to claim 1, wherein using the
computer-implemented virtual reality system includes having the
user don (i) a head-mounted display system, such display system
including at least one motion-tracking sensor for tracking the
user's head movement, wherein the display system and the sensors
form a part of the computer-implemented virtual reality system
7. A method according to claim 1, wherein using a means for
changing elevation of user includes using a resilient
link/connection--to support the weight/provide lift for user, such
as but not limited to using hoist (which use cable) or bungee cord,
crane like systems and etc.
8. A method according to claim 1, wherein using a means for
changing elevation of user includes using rigid link/connection
such as a track (rail) or cylinder to support the weight/provide
lift to the users such as but not limited to "Turbo Drop" like
system, elevator like system or slide way like system.
9. A method according to claim 1, wherein a motion and position
associated with the user is monitored and the virtual reality
environment is adjusted in a manner responsive to the position.
10. A method according to claim 1, wherein one or more control
means or manipulator(s) which is(are) provided to one or more users
for them to interact/play games with this system. User's input via
the controllers or by other pre-defined methods such as gesture or
pose could affect/change the output of the elevation changing
means.
11. A virtual reality apparatus for providing a user with an
"thrill seeking jumping like activities" somatosensory experience,
the apparatus comprising: an elevation changing means for user than
can move user rapid enough to feel the difference of gravity
feeling or "G force" (compared with feelings of user under
stationary situation). In such means the speed of elevation change
provide can be controlled/adjusted and the facing direction
relative to the direction of movement and/or pose of the user can
be changed; a computer-implemented virtual reality system that
presents to the user a virtual reality environment while user is
using the elevation changing means. The visual display of the
virtual reality environment moves together with user when user's
elevation changed. The view point and/or direction changes in the
virtual reality environment are consistent with the position
changes and/or self motion of the user in the elevation changing
means, enhancing user experience.
12. An apparatus according to claim 11, wherein the
computer-implemented virtual reality/mixed reality system modeling
an virtual environment in which user can perform "thrill seeking
jumping like" activities such as but not limited to: bungee
jumping/sky diving/parachuting/jet pack flying/ski jumping/X bike
jumping/ATV or snow mobile jumping/flying with special(or
fictional) equipments or riding fictional animals, and etc, the
virtual environment could have a setting that is on earth or
extraterrestrial.
13. An apparatus according to claim 11, wherein the computer
implemented virtual reality system includes: a head-mounted display
system, such display system including at least one sensor to
identify at least one of position and motion of the user's head,
wherein the display system and the sensor form a part of the
computer-implemented virtual reality system, the head-mounted
display system integrated with the elevation changing means for use
by the user.
14. An apparatus according to claim 11, wherein the computer
implemented virtual reality system includes: an external display
providing a visual display of the virtual reality environment. This
external display could provide visual display on at least one wall
of the environment surrounding user
15. An apparatus according to claim 11, wherein a motion and
position associated with the user is monitored and the virtual
reality environment is adjusted in a manner responsive to the
position.
16. An apparatus according to claim 11 including one or more
control means or manipulator(s) which is(are) provided to one or
more users for them to interact/play games with this system. User's
input via the controllers or by other pre-defined methods such as
gesture or pose could affect/change the output of the elevation
changing means.
17. An apparatus according to claim 11 includes means to blow
artificial wind to the user (such as fans).
18. An apparatus according to claim 11 includes a tactile component
for transmitting a tactile signal to the user.
Description
CROSS REFERENCE TO RELATED APPLICATIONS
[0001] The present application claims priority from U.S.
Provisional Patents Application Ser. No. 61/210,107 filed Mar. 14,
2009, the full disclosures of which is hereby incorporated by
reference herein.
TECHNICAL FIELD
[0002] The present invention generally relates to simulates or
enhance user experiences in "thrill seeking jumping like
activities"--free fall or speed controlled descend/ascend--such as
sky-diving, bungee jumping, ski-jumping, jet pack, "turbo drop" and
etc. In such activities user's (or rider's) elevation can be
changed rapidly, and more particularly by using VR(virtual reality)
and/or MR (Mixed reality) systems to provide visual sensation
and/or "scene substitution" that is synchronized with the movement
of user in the activities, thus providing an integrated
somatosensory experience for user.
BACKGROUND ART
[0003] Bungee jumping and sky diving are 2 examples of many popular
ways to generate thrilling experiences (for the
passenger/rider/jumper) by jumping off from plane or high places.
Other thrill seeking jumping activities including ski-jumping, jet
pack, and reverse bungee, X-Bikes, snow-mobile jumping, "turbo
drop" ride etc. The thrill mainly comes from the combination of the
rapid changing elevation hence the G-force feeling and the unusual
scene viewed by user.
[0004] It is a well known technique that by rapidly changing
elevation (ascending/descending), it is possible to create "G"force
(gravity) feelings for the rider that is different with stationary
situation. From Newton's 2nd law F=Ma we know that the force equals
to Mass times acceleration rate, and this principle can be used to
adjust "gravity force" passenger feels. In stationary when we are
supported by ground and acceleration we have is 0, we feel the
normal "gravity force" of 1 G. And if we are moving with the same
"acceleration" downwards as the "gravitational acceleration" which
equals to 9.8 m/sec2, (on earth) we will feel zero gravity force,
usually called "0 G". "Turbo drop" like amusement park rides is
using this principle/technique to create entertainment for
riders.
[0005] U.S. Pat. No. 5,628,690 "Amusement ride with at least one
longitudinal guide with a passenger vehicle capable of changes in
height " describe the "Turbo drop" design in detail. However the
method described is just one way or "fashion" of changing user
elevations. Other methods such as using a hoist system to raise and
low passenger and controlling the speed/elevation, or using a
bungee cord and free fall (or speed control/braked by another
means) can all achieve the purpose of rapid changing elevation,
thus fulfill the need for generate different G force feelings. So
possible ways to changing user elevation are very flexible, such as
but not limited to: Bungee, Reverse Bungee, "Human Slingshot
machine" (U.S. Pat. No. 5,421,783), hoist system, elevator like
system, turbo-drop, crane like system, trampoline, air cushion, air
bed Air-spring like jumping/cushion system, or even slide way
system or the like, etc.
[0006] Also the related technologies for implementation of such
design are quite mature. As demonstrated by U.S. Pat. No. 5,421,783
(A) (Human slingshot machine) and WO9219325, U.S. Pat. No.
4,264,311 (A) there are known ways to simulate parachuting, or
improve bungee jumping. Or using a rig/crane and suspension system
to assist SPORTS JUMPING FROM GREAT HEIGHTS [WO9219325 (A1)]. It is
also well known that in means such as a hoist system, elevator or
the similar the acceleration speed can be dynamically controlled,
for many purposes for example for the comfort of passenger or to
dampen the "swing" of the load, as described in patent
FR2809243.
[0007] It is known in the prior art to provide users with virtual
reality systems. The ability for these systems has increased and
they are providing greater image quality, lower prices, and
enhanced abilities to integrate real world materials with the
virtual reality materials to provide a more realistic experience.
Presently, virtual reality systems focus on engaging the visual and
audio senses of a user. It is also easy to synchronize the movement
of "view point" in virtual reality environment with actual movement
of user because the both the view point in virtual environment and
the actual position (i.e. elevation) of user can be controlled (for
example, by computer program).
[0008] To create sensations by changing elevation of user(rider) is
also known method in many amusement park machine design and in
flight simulator design. However they have their limitations such
as expose to out door weather, scenes are limited to local area
(for the amusement park machines), very limited continues "Zero-G"
time span due to limited moving range (for flight simulator). And
also significantly limiting user's activity in theses
situations--user are basically fixed on the seats and the seats are
usually fixed directions (relative to the vehicle) and not changing
during the ride.
OBJECTIVES
[0009] It is an objective of this invention is to provide an
amusement/training/game ride that: 1) capable of quickly changing
the elevation of a passenger(rider) so that rider can feel
different "G force"(gravity) than he/she perceived in stationary
situations 2) provide virtual reality/mixed reality image(scenes)
display to rider during the process, the image displayed to rider
synchronize (on force feed back or "G-Force feelings") with the
movement of the rider so that the visual sensation of the rider
correspond to the G force feeling and other movements he/she
feels.
[0010] It is another objective of the present invention to provide
an to provide a safe yet exciting amusement/training/game ride
experience which allows passengers to "free fall" or experience
similar "G Force changes" in a controlled descend/ascend for a
short duration (for example several seconds), while provide
flexibility in "scenes" or "surrounding environment" selection by
providing a simulated visual environment for virtual reality/mixed
reality space, enable rider to feel like "jumping" at "impossible"
places, and also minimizing the space requirements and costs of
constructing the ride.
[0011] Additional objectives, advantages, and novel features of the
present invention will be set forth in part in the description
which follows, and in part will become readily apparent to those
skilled in the art from the following detailed description, wherein
the preferred embodiments of the invention are shown and described
simply by way of illustration of the best mode contemplated for
carrying out the invention.
SUMMARY OF THE INVENTION
[0012] A first embodiment of the invention is directed to a method
of providing a user with an free fall or controllable
descend/ascend somatosensory experience, which is similar to the G
force feeling and visual sense in "thrill seeking jumping like"
activities such as but not limited to: bungee jumping/sky
diving/parachuting/jet pack flying/ski jumping/X bike jumping/ATV
or snow mobile jumping. The method in this embodiment includes
equipping the user with means for rapid changing user's elevation,
using a computer-implemented virtual reality/mixed
reality/augmented reality system to present to the user a virtual
reality environment modeling "virtual" environment (such as
extraterrestrial). The virtual reality(VR)/mixed reality (MR)
system provides user a visual experiences of "virtual" environment
under a "acceleration" or "G Force" feeling provided by the
simulation environment--elevation changing means plus other
possible mechanisms such as direction changing means--, in which
the rapid changing "G force"--such as controlled descend/ascend or
free fall--enhancing the experience of the virtual reality
environment.
[0013] In a related embodiment the computer-implemented virtual
reality system includes a virtual reality display on at least one
surface in the simulation environment.
[0014] In a further related embodiment the surface is at least one
wall of the simulation environment (which surrounds user).
[0015] In another related embodiment using the computer-implemented
virtual reality system includes having the user don (i) a
head-mounted display system, such display system including at least
one sensor to identify at least one position of the user's head,
wherein the display system and the sensors form a part of the
computer-implemented virtual reality system.
[0016] In yet another related embodiment using a
computer-implemented virtual reality system includes having the
user don (i) a head-mounted display system, such display system
including at least one motion-tracking sensor for tracking the
user's head movement, wherein the display system and the sensors
form a part of the computer-implemented virtual reality system.
[0017] In another related embodiment using a computer-implemented
virtual reality system includes using the virtual reality system to
model an experience of "thrill seeking jumping like"
experience.
[0018] In another related embodiment the user's
elevation/descending or ascending speed (could be dynamically
accelerating or decelerating) in the simulated environment is
controlled or adjusted, so that the G force user feels is at a
desired level/value that coordinates/corresponding to/synchronized
with the image provided to the user by the VR system. For example
in the initial "free fall" stage of sky diving the "G Force" sky
divers feels is close to 0, but later air drag balanced out gravity
so "G Force" sky divers feel back to standard 1 G. At the moment
parachute is deployed, with additional deceleration the sky diver
will feel more than 1 G. The situation is similar to bungee
jumpers: when the jumper just left the supporting platform, he or
she feels 0 G, but later air drag kicks in so the G force feeling
is increasing from 0 towards 1 G, and when the bungee cord start to
extend and provide deceleration, jumper will feel more than 1 G.
All these dynamically changing G force feelings can be simulated by
controlling the ascending/descend rate of the rider in the means to
quickly changing elevation, for example a hoist system. And the
bungee jumping can be simulated even without bungee cord, in which
case a non-elastic cord controls the descending speed of user from
the very beginning, so user do not have a real "free fall" period
since at all times the descending speed is under control. In this
configuration it is also possible to simulate bungee jumping "in
slow motion" which means the descending acceleration is controlled
to less than 9.8 m/s2, so that user will not feel complete
"weightlessness" of 0 G, but rather just for example "1/3" weight
of 0.3 G. In this manner user can experience longer but less
"harsh" ride, like a "slow motion". Since the "G Force" can be
controlled it is also possible for this system to "briefly"
simulates gravitational forces on other celestial body like moon or
mars. For example it is possible this system simulates movements
like "jumping" on moon or other planet where the gravity is
different with earth.
[0019] In another related embodiment a motion and position
associated with the user is monitored and the virtual reality
environment is adjusted in a manner responsive to the position.
[0020] In a related embodiment the method includes blocking a light
source transmitting light into the simulated environment (for
example in the some situation of mixed reality/augmented
reality.)
[0021] In another embodiment of "Turbo Drop" like elevation
changing means, after one or more passengers are loaded onto the
vehicle, the vehicle is raised vertically by lifting means to a
point near the top of the tower, where it is released. The vehicle
then free falls (or acceleration/speed controlled ascend/then
descend) until it reaches a slow down phase (section), where it is
gradually slowed and eventually stopped. Both in the upward and
downward direction, the vehicle is directed by vertical guide means
attached to the tower. In a "reverse turbo drop" situation the
acceleration of passenger vehicle starting from the ground, so it
first throw passenger upward, then free fall. The user will have
"double length" time of 0-G or "weightlessness" feelings. During
the entire process user wear an HMD or using "CAVE" like
surrounding visual display to enjoy the visual effects that is in
synchronize with the motion and G force he/she is feeling.
[0022] In a related embodiment the user's orientation/heading
direction (direction facing) is adjustable/can be changed. For
example the supporting means of a rider's weight (such as a belt)
fits around the waist of the rider, and permits the rider to rotate
with respect to the belt about a vertical axis, and also permits
the rider to rotate about a horizontal axis defined by supporting
swivels on opposite sides of the belt. Similar to that described in
U.S. Pat. No. 5,221,241 (TRAINING APPARATUS FOR GYMNASTICS). When
using a passenger vehicle, it is also desirable that the
direction/orientation of that vehicle can be changed, for example
like the design in U.S. Pat. No. 5,421,783 (A) (Human slingshot
machine). It is also possible that under some situations the seat
on which user is bond to can turn to different directions such as
lean forward or backward to let user experience variable G-Forces
from different direction (which is consistent with the virtual
reality simulation at the same time).
[0023] In a (further) another related embodiment the where a group
of 2 or more people could "jump" or "ride" together, they can be
sharing the same "elevation changing means" such as a hoist system,
or separated systems. In the later case the descending speed of the
multiple separated systems maybe coordinated so that people in the
group can have similar descending rates when they close to each
other.
[0024] For landing or "rebounding", the area rider lands can be
made of resilient materials or apparatus such as, but not limited
to trampoline, air cushion, air bed Air-spring like jumping/cushion
system. This can also served as a safety measure.
[0025] Another embodiment of the present invention is directed to a
virtual reality apparatus that provides a user with an "thrill
seeking jumping like" somatosensory experience. The apparatus
includes a means to change passenger(rider)'s elevation rapidly (so
that rider can sense the different "G Force" than stationary) and a
computer-implemented virtual reality/Mixed reality/Augmented
reality system that presents to the user a virtual reality
environment while user is using ("riding") the elevation changing
means, the virtual reality environment modeling an "thrill seeking
jumping like activity" setting, and desirable inhibiting visual
perception by the user of items outside of the virtual reality
environment.
[0026] In a related embodiment the computer implemented virtual
reality system includes a head-mounted display system, such display
system including at least one sensor to identify at least one of
position and motion of the user's head, wherein the display system
and the sensor form a part of the computer-implemented virtual
reality system, the head-mounted display system integrated with an
elevation changing means [apparatus] for the user, (operative in
the visual environment, if needed in Mixed reality).
[0027] In related embodiment the elevation changing means apparatus
includes an suspension/support system for rider, desirable with
mechanism to control descending/ascending rate/accelerating rate
and desirably with shock-absorbing and anti-swing mechanisms.
[0028] In an related embodiment the elevation changing means or
"hoist system" includes, but not limited to the following type:
A Hoist that use cable--a resilient link/connection--to support the
weight/provide lift for user. A "Turbo Drop" like system that using
a "rigid" link/connection such as a track (rail) or cylinder to
support the weight/provide lift to the users. A "bungee" setting in
which a resilient cord (bungee cord) is used to support user. An
elevator like setting in which the very wide range of ascending and
descending speed can be achieved and be controlled safely. A
"crane" like setting which user can 2-D or 3-D move by the hoist
system and crane system. Human slingshot like system. A Jet pack
like system. A trampoline, air bed Air-spring like jumping/cushion
system. A slideway system or the like,
And etc.
[0029] Thus, the way user connects to (or attaching to or
supporting by) the elevation changing means is varied according to
situation and can be flexible. Normally the connecting method is
desirably the way that is appropriate to the specific activity
being simulated. For example for "Bungee" then use the way normal
bungee jumper connects to the bungee cord. For "sky diving" it can
be connected like "parachute connection", like those describe in
U.S. Pat. No. 4,264,311 (A) "Dynamic parachute four-line release
simulator". However, for amusement purpose it is ok to use other
connection method to create fun (such as allowing more freedom,
allowing flipping etc.) as long as it is safe.
[0030] It is desirable that the HMD have shock absorber elements
like cushions/soft resilient pads and linkage(s) with the head and
ear to prevent injuries/hurt in motion/acceleration/deceleration
and etc. Or some kind of weight relief means for the HMD can be
used.
[0031] In yet another related embodiment the design allows to move
user not only vertically, but horizontally as well, so as to allow
user to achieve 2 Dimensional or 3-D "flying" experience. For
example this can be achieve by introducing to the simulated
environment at least one "carriage" carries the "hoist winch", and
can moves along a horizontal "rig" that is placed above the
simulation activity area, like a crane design. The "carriage"
advances over the simulation activity area with the rider. An other
crane like design that a boom secured by guy cables and a ground
anchor can also be used, like those described in patent WO
9219325.
[0032] It is desirable that the simulation environment may includes
a surrounding accommodating visual environment ("SAVE") that
shrouds, from the user's perception, items outside of the virtual
reality environment
[0033] It is desirable that the surrounding accommodating visual
environment includes a system of solid color walls such as green,
blue, or black non-reflective surfaces, for the requirement of
Mixed reality.
[0034] In another related embodiment the means that changing
passenger elevation includes a speed/acceleration control mechanism
that controls the "G" force that can be felt by the user.
[0035] In another related embodiment we can simulate "ski-jumping"
by using 2 dimensional movement like a crane design mention
earlier, the "carriage" advances over the simulation activity area
with the "ski-jumper".
[0036] In another related embodiment including means to blow
artificial wind to the user (such as fans).
[0037] In another related embodiment the apparatus includes an
audio component for transmitting an audible signal to the user.
[0038] In another related embodiment the apparatus includes a
tactile component for transmitting a tactile signal to the
user.
[0039] In another embodiment the one or more game control means or
manipulator(s) is(are) provided to one or more users for them to
play games with this system. Any suitable game control means can be
used. User can play game with computer, and/or against each other,
either locally or via network.
[0040] In some embodiment additional "props" or equipment
appropriate to the simulation or game can be use to increase
realistic feeling and enhance user experience. For example in a
"Jet pack" simulation or game, mockups for Jet pack or real jet
packs can be use, and the equipment can even provide some "vector
thrusting" to change user movements to create additional fun.
[0041] In a related embodiment the trampoline, air cushion, air bed
Air-spring like jumping/cushion system can be used to enhance user
experience and provide additional safety.
DETAILED DESCRIPTION OF SPECIFIC EMBODIMENTS
[0042] Some related concepts/definitions:
[0043] "Somatosensory experience" of a user is experience by the
user as perceived through the user's sensory organs and other
sensory receptors throughout the user's body.
[0044] A "virtual reality system" is a computer-based system that
presents to the user a virtual reality environment.
[0045] It is desirable that the virtual reality environment is
presented under conditions wherein the user is inhibited from
experiencing visual perceptions that are deemed inconsistent with
the virtual reality environment. If the user is able to see visual
references that is in the "real world" rather than in the virtual
world, such as outside light sources, edges of supporting
structure, those perception might increase the user's feeling of
being still in the actual location and not the virtual world being
simulated, so as to interfere with the user's experience of being
immersed within a virtual environment.
[0046] So it is desirable the virtual reality environment inhibits
visual perception by the user of items outside of the simulated
("virtual") environment, by for example presenting visual
experience of the environment via a head mounted display that
blocks viewing the ambient environment. Alternatively, the visual
experience may be presented on one or more displays mounted on one
or more surfaces at a distance from the user, under conditions
where viewing the ambient environment is inhibited by shrouding
anything that may be viewed in a location away from the displays in
a sea of blackness, using, for example, black walls that are
non-reflective.
[0047] An "thrill seeking jumping" setting modeled in a virtual
reality environment is a setting that do not reflect the current
scene, but rather, some other interesting scenes such as grand
canyon, Niagara falls, empire state building, or even places not on
earth, and such setting may be fictional. (The gravitational force
experienced by a user in many such extra-terrestrial environments
will generally different than the gravitational force the user
feels on earth's surface.) A setting on the moon surface is "thrill
seeking jumping" for purposes of this definition.
[0048] Various embodiments of the present invention for simulating
"thrill seeking jumping like" experiences may be used for
activities such as training, recreational or entertainment
activities.
[0049] In accordance with an embodiment of the present invention
depicted in FIG. 1, a user is provided with a suspension apparatus
(that could provide elevation changing) in combination with head
mounted display 3. The head mounted display 3 may be in the form of
goggles. The head mounted display is used to provide the user with
a virtual reality experience. The head mounted display provides the
user with three-dimensional visual imagery and other content that
stimulates different senses in the somatosensory system. The
content provided by the virtual reality system generally simulates
an "thrill seeking jumping like" experience.
[0050] Often the virtual reality environment models a setting with
respect to which a user is able to interact so that user input
modifies the presentation of the setting to the user. The
interaction may be provided in various forms such as via sensing
head motion, user orientation, or via a game controller or sensing
gesture of the user.
[0051] The user may be equipped with a backpack to carry
communication, image processing or data transmission systems as an
alternative or in addition to image providing units that located
separately (for example on ground). Communication can be performed
in either wired or wireless manner, or both.
[0052] In some embodiments video camera(s) might be mounted on the
helmet (or HMD) to move together with user's head, to provide real
time images of objects and people in their surrounding--such as
partner/friends rides together--for usage such as merging with the
background in real time. In those embodiments a computer system
such as system 19 (as shown in FIG. 1) can switch or alter the view
of user 1 in the head mounted display 3 such that the user can
obtain the appropriate sensations that simulates user 1 physically
working on or with systems physically in his or her environment
while maintaining the sensation of being in the virtual
environment. Such technology is generally referred as "mixed
reality"
[0053] Backup cables, safety parachutes, airbags and etc. safety
device may be included.
[0054] User may be provided with a manipulator to control the
display, to access their communication systems, or control any
other feature in the event that the user is training or
participating in a game.
[0055] Virtual reality is limited when the only visual stimulation
is provided or displayed to a user. The human body uses three
different senses to resolve motion and acceleration cues like those
simulated in virtual reality. Visual stimulation is adequate to
perceive the motion of an external object such as a bouncing ball,
but is insufficient to fully demonstrate self-motion.
[0056] Reliance on purely the visual scene, therefore, necessarily
invites conflict between the visual system and the two remaining
centers for motion sensation that remain dormant and, therefore,
does not reinforce the visual sensations. Accordingly, the user
still may not feel completely immersed in an "virtual world" being
simulated without engagement of additional non-visual senses such
as touch to resolve force or acceleration.
[0057] Organizations such as NASA have engaged in the use of air
plane to rapid changing elevation of passenger to simulate 0
gravity force. When the force feelings provided by an elevation
changing system which includes support/hoist/safety means and speed
control means, are confirmed by the surrounding visual cues
provided by the VR/MR system, the immersive sensation of the
"virtual world" being simulated may be achieved. Accordingly, some
embodiments of the invention provide simulations that will engage
the user's tactile and hearing sense in a manner consistent with
the visual display and surrounding visual cues provided by the
VR/MR system.
[0058] In some embodiments using Mixed reality and AR (augmented
reality), the MR/AR system may require a clean "background" for
visual signal mixing. Basically it requires a solid color (such as
green) background in the field of view (FOV) of the camera against
the foreground "people" or "user's hand/feet " that is captured by
the same camera. Mixed reality image processing engine later can
substitute the "green background" with other images such as the
images of the virtual world being simulated. In such cases, the
jumping hoisting structure or the elevation changing means may need
to be surround by curve shaped surfaces with either light absorbing
materials or painted into solid color so that during the elevation
changing process the camera on user's HMD may not pickup apparent
surfaces, edges, etc and thus provide "clean background" for mixed
reality technology usage.
[0059] In some embodiments the external display may be provided in
such a format that surrounds the user so that the user feels as
though he or she is in the environment being simulated. To achieve
this sensation the external screen may be displayed on the
sidewalls and the bottom surface of the simulation environment
and/or the simulation environment may have a spherical shape, with
no apparent edges in the user's field of view. The simulation
environment may be structured to provide a display as in a cave
automatic virtual environment, also known as "CAVE", wherein the
visual display is provided on multiple walls of the simulation
environment so that the user is surrounded by the virtual
environment and has a more realistic sensation of being immersed in
the environment depicted by the virtual environment.
DETAILED DESCRIPTION OF DRAWINGS
[0060] FIG. 1 shows an user with head mounted display/VR goggle and
related system that can be attached to an hoist system.
[0061] The apparatus for providing "thrill seeking jumping"
experience comprises means 1 (FIG. 1) for providing 3-D/stereo
images, may include forming a virtual space in which objects appear
and move in a predetermined and random manner One or more computers
with storage and accelerator(s) of three-dimensional graphics is
usually used as the means 1 of such image provider.
[0062] A means 3 for displaying the virtual space to the user U is
connected to the means 1. A headpiece, put on the head of the user
and comprising two screens for transmitting imagery to the user and
headphones for transmitting sound, is used in the variant being
described as the means 3 for displaying the virtual space.
[0063] As an option design, backpack 5 can be provided for user to
carry on. It can be used as placing related equipments such as
communication, control, image processing unit and etc.
[0064] This figure shows user can be connected to a hoist system
like those shown in other drawings via cable and connector 2. The
way/method of connection can be many kind.
[0065] Optionally a means 3 could be made to be "flip-able" or
adjustable so that you can take it on or off to provide additional
safety and functionality.
[0066] The apparatus also comprises means 17 (which not necessarily
mounted on user's helmet) for determining the magnitude and
direction of movement of the user U relative to the environment
(pool, etc), the means being connected to the unit 19 for
calculating and converting the virtual space that is provided by
means 1. A plurality of means 17 for tracking user motion/position
(especially the head and hand movement and position) maybe used.
And methods such as but not limited to Inertial
Tracking--accelerometers or of angular rate sensors for motion
tracking--are used in the variant being described as the means
17.
[0067] The output of the sensor 17 of signals of movement of the
user relative to the environment is connected to a unit 19 for
conversion of the virtual space in accordance with the real
physical hand, head and body movements of the user in the real
space, and provide adjustments/feed back to means 1, taking into
account interaction with the objects in the virtual space. With
this in view, a number of sensors 17 determining the position of
the hands, head, body of the user respectively, are mounted on the
user U.
[0068] Also optionally a means 3 can be as simple as a
3-D/stereoscopic glasses, while the image provided by means 1 is
displayed on a external screen 10 that is visible for user U, as
shown in FIG. 4.
[0069] Optionally user U can have one or more
controller/manipulator 22 in hand for the purpose of control the
display/communication/game play/training etc.
[0070] FIG. 2 shows one embodiment of the system in which user U
wearing VR/MR/AR display means 3 (HMD), attached to the hoist
system consists of cable 202, which is connected and controlled by
hoist winch 203. Optionally the hoist winch can be sitting on a
carriage 205 that moves along (lateral) rig 206 that supports all
the weight. When user U jump off platform 201 the hoist winch 203
begin to control the descend speed of user. Alternatively user can
also start from ground and hoist winch 203 lifts the user and then
decelerating, so that user can feel "weightlessness" even when
traveling upwards.
[0071] It is also desirable that video camera/stereoscopic cameras
being mounted on the front of HMD/goggle so that a source of real
word images (what the user should see without the goggle) is also
available to user. Means 1 (in FIG. 1) can mix these signals with
virtual world signals (by the help of means 17 and 19 in FIG. 1) so
that user can feel combined feeling of real world scenario and the
virtual world. This is useful in for example when user "jumping"
with friends in the real world, so that he/she can have visual of
the friend jumping together, while still immersed in virtual world
being simulated.
[0072] Air cushion, air bed like jumping/cushion system can be used
(shown in the bottom) to enhance user experience and provide
additional safety.
[0073] FIG. 3 shows an example of using props/mockups and/or
addition related equipments in the simulation. User wearing
VR/MR/AR display means 3, is attached to a elevation changing
means, with cable 202 connects to and controlled by hoist winch
303. The hoist winch can be located on a carriage 305 that moves
along a crane arm 306 that belongs to crane 301 or the like.
[0074] User also don a "mockup" Jet pack which optionally be able
to provide some "vector thrust" by using jets like mechanism (312).
However since the cable 202 supports the weight of user and hoist
winch 303 and carriage 305, crane arm 306 can provide full 3-D
movement for user, there isn't much need for the thrust so there
wont be a lot of fuel consumption. So even a real jet pack can be
used for practice purposes.
[0075] To add more fun and safety, a trampoline is provide in the
takeoff-landing area, and can be used in many occasions such as in
games.
[0076] FIG. 4 shows an example of using elevator like elevation
changing means (401 represents the floor of the elevator car)
combined with "CAVE" like virtual reality system (10 represents the
external screen that surrounds the user). The seat S can change
direction for example forwards and backwards so that user when
sitting on the seats (which could have safety belt) can feel the
"virable G" feelings in various directions which are consistent
with the movement in the virtual environment. Alternatively, the
screen might also rotate together with the seats around a same
axis.
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