U.S. patent application number 16/876611 was filed with the patent office on 2020-09-03 for smart entertainment technology attractions.
This patent application is currently assigned to INFINITE KINGDOMS LLC. The applicant listed for this patent is INFINITE KINGDOMS LLC. Invention is credited to Denise Chapman WESTON.
Application Number | 20200276510 16/876611 |
Document ID | / |
Family ID | 1000004830311 |
Filed Date | 2020-09-03 |
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United States Patent
Application |
20200276510 |
Kind Code |
A1 |
WESTON; Denise Chapman |
September 3, 2020 |
SMART ENTERTAINMENT TECHNOLOGY ATTRACTIONS
Abstract
Smart Entertainment Technology uses technology to create an
enhanced, real-world experience or adventure, and helps users
explore, communicate, learn, and solve puzzles, creating a richer,
more immersive experience. In one embodiment, a method includes
identifying a plurality of patrons in an entertainment attraction
using a contactless sensor. The entertainment attraction comprises
a room, and each wall of the room comprises modular,
interconnected, adaptable full-wall digital displays. The method
further includes determining a digital attraction experience
suitable for each of the patrons based on the age and attraction
preferences of each of the patrons. The method additionally
includes formatting for display on the modular full-wall digital
displays content associated with the determined digital attraction
experience. The method further includes determining an interactive
gesture performed by one of the patrons, and formatting for display
on the full-wall digital displays, appropriate content responsive
to the interactive gesture.
Inventors: |
WESTON; Denise Chapman;
(Wakefield, RI) |
|
Applicant: |
Name |
City |
State |
Country |
Type |
INFINITE KINGDOMS LLC |
Wakefield |
RI |
US |
|
|
Assignee: |
INFINITE KINGDOMS LLC
Wakefield
RI
|
Family ID: |
1000004830311 |
Appl. No.: |
16/876611 |
Filed: |
May 18, 2020 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
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16234812 |
Dec 28, 2018 |
10695689 |
|
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16876611 |
|
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62612394 |
Dec 30, 2017 |
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Current U.S.
Class: |
1/1 |
Current CPC
Class: |
G06F 3/1446 20130101;
G06K 9/00288 20130101; G06F 3/017 20130101; G06F 3/04883 20130101;
A63G 31/16 20130101; A63H 13/005 20130101; A63J 1/02 20130101; G06F
3/011 20130101; G06F 3/0304 20130101; A63G 31/00 20130101; A63J
5/021 20130101; G06F 2203/011 20130101; G06K 9/00335 20130101; G06F
3/04815 20130101; G06F 3/147 20130101 |
International
Class: |
A63J 5/02 20060101
A63J005/02; G06F 3/01 20060101 G06F003/01; G06F 3/14 20060101
G06F003/14; G06F 3/0488 20060101 G06F003/0488; G06F 3/147 20060101
G06F003/147; G06F 3/03 20060101 G06F003/03; G06F 3/0481 20060101
G06F003/0481; A63G 31/00 20060101 A63G031/00; A63G 31/16 20060101
A63G031/16; A63H 13/00 20060101 A63H013/00; A63J 1/02 20060101
A63J001/02 |
Claims
1. A method for controlling an interactive experience in an
environment which has a combination of real and virtual objects,
the method comprising: receiving, in a processing device, data from
one or more devices in the environment, each device having passive
or active interaction with one or more users in the environment;
analyzing, in the processing device, the received data to determine
at least one action of the one or more users in the environment;
and modifying, via the processing device, one or more interactive
aspects of the environment in response to the determined action of
the one or more users.
2. The method according to claim 1, wherein analyzing the received
data comprises: determining from the at least one action whether
the one or more users has entered the environment.
3. The method according to claim 2, comprising: accessing a
database having one or more entries related to the one or more
users which have entered the environment.
4. The method according to claim 3, comprising: adjusting, in the
processing device, the one or more interactive aspects of the
environment based on data obtained from the database entries
related to the one or more users which have entered the
environment.
5. The method according to claim 4, wherein the one or more
database entries identify at least one of preferences, past
accomplishments, and past missions associated with the
environment.
6. The method according to claim 1, wherein the one or more devices
includes at least one of a permanent device and a temporary device,
and wherein the permanent device and the temporary device are one
of a passive or active device.
7. The method according to claim 6, wherein the one or more
permanent devices includes at least one sensor device configured to
measure motion, heat, proximity, user biometric, and location.
8. The method according to claim 7, comprising: determining, in the
processing device, an identity of at least one of the one or more
users based on the data received from the one or more permanent
devices.
9. The method according to claim 6, wherein the one or more
temporary devices includes a smart device carried or worn by the
one or more users.
10. The method according to claim 1, wherein modifying one or more
aspects of the environment, comprises: customizing, via the
processor, interactive content in one or more areas of the
environment based on the identity of at least one of the one more
users.
11. An apparatus for controlling an interactive experience in an
environment, which has a combination of real and virtual objects,
the device comprising: a processing device configured to: receive
data from one or more devices in the environment, each device
having passive or active interaction with one or more users in the
environment; analyze the received data to determine at least one
action of the one or more users with the environment; and modify
one or more interactive aspects of the environment in response to
the determined action of the one or more users.
12. The apparatus of claim 11, wherein the processing device is
configured to determine, from the at least one action, whether the
one or more users has entered the environment.
13. The apparatus of claim 11, wherein the processing device is
configured to access a database having one or more entries related
to the one or more users which have entered the environment.
14. The apparatus according to claim 13, wherein the processing
device is configured to adjust the one or more interactive aspects
of the environment based on data obtained from the database entries
related to the one or more users which have entered the
environment.
15. The apparatus according to claim 14, wherein the processing
device is configured to set one or more factors which control an
intensity of interactive experience in the environment.
16. The apparatus according to claim 15, wherein the processing
device is configured to determine an intensity of a user response
to the interactive experience based on the data received from the
one or more devices which interact with the one or more users in
the environment.
17. The apparatus according to claim 16, wherein the processing
device is configured to adjust the intensity of the interactive
experience in response to the determined intensity of the user
response.
18. The apparatus according to claim 11, wherein the processing
device is configured to access a server device for executing
program code to recognize the one or more users in the environment,
generate a response to the determined action of the one or more
users in the environment by controlling one or more adaptive and
interactive displays and objects in the environment.
19. A system comprising one or more interactive interfaces and
immersive three-dimensional projection equipment for rendering 3D
objects, wherein the system is configured to communicate with the
controller of claim 11.
Description
CROSS-REFERENCE TO RELATED APPLICATIONS
[0001] This application is a continuation of U.S. application Ser.
No. 16/234,812, filed Dec. 28, 2018, which claims the benefit of
U.S. Provisional Patent Application No. 62/612,394 filed on Dec.
30, 2017, the disclosure of each application is incorporated herein
by reference in its entirety.
TECHNICAL FIELD
[0002] This disclosure generally relates to smart entertainment
attractions including smart rooms and smart components.
BACKGROUND
[0003] Amusement parks, museums, shopping centers, and other
attraction, retail, or entertainment-based properties often host
interactive experiences to attract in-person visits by customers
and increase popularity and customer engagement. For example, an
amusement park builds a new ride in connection with a movie release
in order to capitalize on the popularity of the movie and increase
customer interaction and involvement with the franchise. In fact,
entertainment businesses often heavily rely on the interactive
experiences available at theme parks to build synergies with their
franchises. As another example, a shopping mall hosts an
interactive holiday-themed play-place for children to increase
customer traffic and drive sales for its resident retailers. As yet
another example, animal or nature-themed parks, such as zoos, are
home to many diverse exotic and rare breed animals and host
interactive shows featuring those animals in order to entice
customers to visit.
[0004] However, the attractions available at many properties often
require substantial investment and are limited in scope. For
example, a theme park may only be geared towards one or a fixed set
of static, specific concepts, franchises, or themes at any given
time. These attractions must be routinely updated, requiring even
more investment when a movie loses popularity, or as soon as the
seasons change or a holiday passes. Attractions such as rides
require significant installation costs that vary based on the scope
and features of the ride. Other attractions carry significant
danger and risks to customers or patrons associated with riding or
operation of the attraction. Further, common attractions at parks
fail to tailor the experience based on any particular user and
instead provide the same cookie-cutter experience for each user
that visits the attraction. Moreover, the rise of in-home virtual
reality or otherwise virtually interactive experiences available
through the internet or gaming consoles may prevent customers from
attending a park in person. If consumers are not compelled by the
attractions at a given park, they may choose to stay home instead.
Accordingly, parks are constantly under pressure to invest more to
upgrade attractions in order to keep customers happy.
[0005] Animal or nature-themed parks face many additional
challenges in addition to the economic challenges described above.
Animal and nature-park grounds require meticulous maintenance, and
the often unwieldy animals that live there require round the clock
care and supervision. Skilled veterinary medical practitioners must
also be on call in case any number of animals experience a health
issue. Native environments must be maintained for resident animals
by horticultural experts, and the animals must be provided native
stimulation on a daily basis to avoid depressive effects. In fact,
some animal rights activists have called attention to and even
gained popularity protesting the living conditions for animals at
several large animal parks.
BRIEF DESCRIPTION OF THE DRAWINGS
[0006] FIG. 1 illustrates an example block diagram of a smart
environment system in accordance with a non-limiting embodiment of
the present disclosure.
[0007] FIG. 2 illustrates an example flow chart for recognizing,
reacting to, and providing adaptive and interactive displays in
smart environment attractions in accordance with a non-limiting
embodiment of the present disclosure.
[0008] FIG. 3 illustrates an example square smart room with modular
features and a cut-out for a spectator viewing area in accordance
with a non-limiting embodiment of the present disclosure.
[0009] FIG. 4 illustrates an example square smart room with modular
features and a cut-out for a spectator viewing area in accordance
with a non-limiting embodiment of the present disclosure.
[0010] FIGS. 5A and 5B illustrate example round and octagonal smart
room layouts with modular features and a cut-out for a spectator
viewing area in accordance with a non-limiting embodiment of the
present disclosure.
[0011] FIG. 6 illustrates an example layout of a smart space
including numerous interconnected smart rooms featuring dynamic
modular configuration features in accordance with a non-limiting
embodiment of the present disclosure.
[0012] FIG. 7A illustrates a three-dimensional rendering of a smart
room with modular walls and room features in accordance with a
non-limiting embodiment of the present disclosure.
[0013] FIG. 7B illustrates a three-dimensional rendering of a smart
room with modular walls and room features in accordance with a
non-limiting embodiment of the present disclosure.
[0014] FIG. 8A illustrates a three-dimensional rendering
demonstrating the dynamic and modular nature of smart room wall and
floor panels in accordance with a non-limiting embodiment of the
present disclosure.
[0015] FIG. 8B illustrates a three-dimensional rendering
demonstrating the dynamic and modular nature of smart room wall
panels in accordance with a non-limiting embodiment of the present
disclosure.
[0016] FIG. 8C illustrates a three-dimensional rendering of a smart
room customized for a particular user by identifying information
about a user based on a detected wrist band in accordance with an
on-limiting embodiment of the present disclosure.
[0017] FIG. 9 illustrates an example computer system.
DESCRIPTION OF EXAMPLE EMBODIMENTS
Smart Entertainment Technology Attractions
[0018] The teachings of the present disclosure describe smart
entertainment technology (SET) attractions that provide enhanced
interactive spaces for creating dynamic entertainment at
attraction-based properties, such as theme parks, waterparks,
museums, shopping centers, resorts, location-based entertainment
centers, events, nature-based parks, and the like. In certain
embodiments, a digital room is constructed that may include, for
example, one or more of a digital ceiling, wall, and/or floor
graphic interface display panels, 2 dimensional (2D) or 3
dimensional (3D) renderers, holographic renders, and the like.
Guests of the attraction enter the enhanced interactive space and
can be immersed in an artificial or virtual reality setting. The
smart entertainment attraction tracks user interaction, responds to
user input and feedback, and records user actions to customize
experiences for guests, thus creating dynamic, immersive,
theatrical, advanced, interactive, and personalized attractions.
These smart entertainment attractions may also provide additional
opportunities or suggestions for operators of the attraction to
streamline attraction efficiencies, increase user interaction, or
provide assistance to users.
[0019] In certain embodiments, smart entertainment room components
are modular, allowing the designer to incorporate any combination
of one or more interactive interfaces or elements based on the
needs of the particular application and attraction stakeholders,
and accounting for budgetary constraints. In other words, the
components of the room may be built or assembled like a kit. For
example, smart rooms can be constructed wall by wall, with a
ceiling and a floor, furniture, props, animatronic devices, human
operators, and the like as desired. As another example, immersive
3D projection equipment may be installed to render 3D objects
within the confines of the smart room. Those of ordinary skill in
the art will appreciate the various additional interfaces,
projectors, equipment, and the like that may be incorporated into
such a room to provide users with an immersive virtual experience.
In certain embodiments, the modular design may enable construction
of a virtual room by creating and installing each virtual "wall"
one at a time.
[0020] For example, the modular architecture of the interactive
attractions are illustrated with reference to FIG. 6, which shows a
plurality of modular smart rooms (602, 604, 614, and 608, linked
together with passageways 618, 612, 616, 606, and 610, that also
contain interactive digital attractions to form a "ride" or smart
entertainment attraction. For example, a user enters the attraction
at room 602, which contains the pre-show story and retail options.
The user moves through hall 618 to smart room 604, which responds
to user actions performed in room 602. The user may then move
through smart hallway connectors 606, 612, 610, or 616 to other
smart rooms 608, 614, etc.
[0021] In certain embodiments, each virtual wall, floor, ceiling,
or regions of the interior of the room itself are equipped with
sensors such as touch, motion, gesture, or other sensors that
detect user input. Moreover, scanners, facial or biometric
recognition software, radio frequency identification device (RFID)
sensors, cameras, contactless sensors, audio sensors, and the like
may track users or occupants of the room and any input or feedback
provided by them. For example, a wall of a smart room may be
equipped with touch input sensors that detect user input, gestures,
and the like. In certain embodiments, the smart room may use
cameras, displays, and/or video/audio/physical and other sensory
effects as the situation requires.
[0022] By assembling sets of modular smart walls, floors, cubes,
ceilings, and the like together, grids of smart structures may be
built to create rooms, hallways, mazes, ceilings, magic doors,
floors, showcase areas, or any such combination. For example, a
haunted house can be constructed by assembling sets of smart rooms,
connected by smart hallways. Interactive elements of the haunted
house may request and detect user input and guide the detected
users through the haunted passages. As another example, users are
forced to solve puzzles or riddles by interacting with virtual
components of the smart room in order to advance to the next room,
hallway, or element of the attraction.
[0023] The experiences provided by these smart rooms may be changed
with minimal effort, and primarily with software or graphics
updates without requiring significant infrastructure investment or
the like. Moreover, the smart rooms can be preloaded with different
configurations or scenarios and may customize the experience for a
particular user. In other words, the content and interactive
programming of the rooms may be changed between visitors by
detecting each person in the smart room at any given time to
provide totally different experiences that are customized for each
user.
[0024] For example, with reference to FIG. 1, a block diagram
depicting a system 100 for interactive smart environment based
attractions is illustrated in accordance with a non-limiting
embodiment of the present disclosure. System 100 includes smart
environment (or room) controller 160 which may be executed on or
with access to server 162 and data store 164. Smart environment
controller 160 is connected to smart environment 130 and
third-party system 170 via network 110 and network links 150. Smart
environment 130 includes a non-limiting example of various
peripheral devices, interfaces, sensors, and other interconnected
smart environment devices 132 installed in the smart environment.
In certain embodiments, smart environment controller 160 receives
input from and controls environment variables at the smart
environment as described in further detail with reference to the
non-limiting examples described below.
Smart Environment Recognition
[0025] In certain embodiments, one or more computer processors are
configured at a central server or computer to execute computer
readable instructions for a smart room controller to operate smart
rooms and associated peripheral devices. For example, with
reference to FIG. 2, a flowchart 200 for recognizing, reacting to,
and providing adaptive and interactive displays in attractions is
shown in accordance with a non-limiting embodiment of the present
disclosure. At step 210, information about each user in a
particular smart environment is determined. For example, the smart
controller controls and receives feedback from one or more of each
of the sensors illustrated with reference to the descriptions
below, FIGS. 3-6, and, without limitation, other sensors that may
be known by those of ordinary skill in the art. For example, the
user input may be received by one or more of a scanning device,
such as a camera, an RFID or other contactless scanner, a facial
recognition or biometric recognition scanning device, manual user
input, or age-detection software. As another example, scanning
devices and processes may be equipped to detect a relative age of
users or participants in the smart environment.
[0026] In certain embodiments, information is determined about each
participant or user of the smart environment upon entry into the
environment. For example, a camera may capture images of a user's
face, or other attributes of the user and attempt to determine
information about the user. For example, the information may
include age, enthusiasm, a level of fright or fear, a level of
engagement or enjoyment, socioeconomic factors, temperature
factors, or other information discernable upon inspection and
analysis of a user and his or her attributes. As another example,
the scanning and user information detection capabilities may be
connected to outside processes or databases that further determine
information regarding the user and return that information to the
smart room controller for additional processing.
[0027] In certain embodiments, smart rooms may be designed to
utilize various technologies that track and determine information
about the identity of a user and respond to the user, or multiple
users in a group, based on image, voice, mobile device, mapping,
geo-location, and emerging technologies, or more complex
technologies that analyze previous activity of a user. For example,
information regarding a user's previous actions can be analyzed,
including things that the user has chosen, picked, created, bought,
acquired, seen, and/or accomplished before they entered the smart
environment. Certain pieces of this information can be readily
determined, for example, with reference to internal or external
databases, such as social networking systems, public databases,
employer databases, or the like. In certain embodiments, guests may
choose to wear a device into the room that will contain guest
information.
[0028] In certain embodiments, the smart room or controller may
know or determine information about the guest and what he/she has
done through, for example, passive and active technology, or some
combination of both. For example, user identification and
information gathering can be performed using various combinations
of RFID, wireless, cell phone signals and devices, Bluetooth,
proximity sensors, heat sensors, facial recognition, computer
recognition, fingerprint scanning, x-ray, GPS, scanning and other
new technologies yet to be developed for locating, tracking and
identifying people and information regarding them, in addition to
choices they have made.
[0029] Returning to FIG. 2, at step 220, user interactions within
the smart environment are determined. For example, input devices
and other sensors track user motions such as physical movements,
gestures, points, taps, and other actions of users in the smart
environment. In certain embodiments, the environment itself or
individual characters and objects in the environment may be
modified based on guest actions. In other words, when guests
interact with interfaces, displays, characters, or other objects in
the environment, the environment itself may change in response to
those actions. For example, sensors may be capable of at least the
following non-exclusive list of user interaction or tracking
mechanisms that may relay information to a smart room controller
for further processing and a determination of reaction events for
the environment.
[0030] For example, device tracking, image recognition, voice
recognition, mobile device recognition, or facial/fingerprint
recognition capabilities may be incorporated in the smart
environment infrastructure and may relay information to a smart
room controller. Additionally or alternatively, geo-location,
global positioning satellite, wireless triangulation, camera
tracking, and emerging technology can be used to determine a
position of a user in a smart environment and may determine the
users' position relative to other objects or other users in the
environment. Additionally or alternatively, room based triggers,
such as lasers, light sources, or motion detectors, scanners, and
hands-on use input may be used. Additionally or alternatively,
external interconnections to other experiences in, for example, a
park or entertainment center, or associated events may be used.
Additionally or alternatively, sensory effects, super heightened
sensor, and regular sensor technology may be used. Additionally or
alternatively, real data tracking and conversion into instantaneous
feedback can be used, as well as touch recognition of the user.
Smart Environment Response
[0031] Returning to FIG. 2 at step 230, the user input and
interactions are used to determine information about the user. For
example, a smart room controller may use input from various
interconnected input devices, input about known users or groups of
users, as well as independent indicators of engagement to determine
a smart environment response or set of responses. In certain
embodiments, the responses can be tailored to a particular purpose,
such as to increase user engagement, surprise a user, or to make a
user feel a particular type of way. For example, information
collected about a user can be used to make the user feel happy or
scared. A smart room controller can be operated according to rules
or other input in order to optimize, maximize, or increase goals
for a particular user or a group of users.
[0032] Next, at step 240, a smart room controller may use
determined and collected data and input about a user to carry out
an interactive response tailored to the user, the user's input, the
group of users in the smart environment, the amount of time the
users have been in the environment, rule-based expectations, and
the like. For example, once the controller has collected or
determined that a user has entered the environment, the controller
may access a database of that person's internal and external
history, preferences and past actions. In certain embodiments,
certain audio/visual elements may be queued to occur in a room or
series of rooms and hallways. In certain embodiments, the
controller may know or determine the preferences, accomplishments
or missions for a group of people who enter at one time and tailor
the experience to each individual and the group simultaneously.
[0033] In certain embodiments, a smart attraction, environment, or
room experience can be configured as a series of environments. For
example, a smart attraction may include a single room, multiple
rooms connected together, or an endless number of "rooms" or
environments digitally connected around a particular location or
the world. For example, one configuration may be comprised of blank
white walls or partially built sets with one or more 3D props. When
the smart environment is not in operation, all of the walls may be
white or blank screens. Thus, initial infrastructure investment to
create such a room may be quite minimal. External smart environment
technologies, such as projectors, sensors, 3D display devices, and
controllers may be installed in such a room in order to turn the
room into a dynamic attraction in accordance with the teachings of
the present disclosure.
[0034] In certain embodiments, a wide array of environments,
attractions, or displays can be configured or chosen by guests. For
example, if one set of guests chose a haunted house mission,
sensors leading into the room detect this selection, as well as
additional information about the audience (guests). Images may
begin to appear all around the room to make it seem like the room
is a fully dimension room inside a haunted house. In certain
embodiments, the experience is tailored to the viewers based on
information provided by or determined about those users. In certain
embodiments, 3D glasses, virtual reality or augmented reality may
be worn by the guests in order to enhance this experience, but the
attraction itself is a real experience that is only augmented by
digital assets, not solely created virtually around the user. Such
a configuration may provide real world physical changes to the
smart environment that are customized to each particular user based
on their information. This enhances customer experience by
increasing user interaction and engagement.
[0035] As another example, if the guests have chosen an Egyptian
pyramid adventure, images appear all around the room to make it
seem like a fully dimensional room inside a pyramid. If guests have
chosen an Amazon jungle adventure, images appear all around the
room or hallway to make it appear as a fully dimensional jungle all
around.
[0036] In certain embodiments, 3D mapping and projections may be
used to project images onto otherwise blank 3D objects. For
example, a 4' wide by 6' high rectangle against one wall can appear
to be a chest of drawers for the haunted house scene or it can
appear to be a stone column as part of the pyramid interior.
Holographic images, smart animatronics and similar dimensional real
or virtual items can also appear in the room based on information
the guests have chosen or accomplished beforehand. For example, a
witch can appear in the haunted house room or a mummy in the
pyramid themed room. Those characters can be 2D video, holographic,
animatronics or real people. For example, each character may
respond to users or players seamlessly within the context of the
story and past events and choices by each guest as determined by
the smart room controller.
[0037] In certain embodiments, these "characters" can show
different levels of scare factor based on what a particular guest
has chosen or what was determined about the guest before entering
the environment. For example, a witch and mummy can be horrifying,
dripping blood and appear very aggressive on the highest settings,
while being very tame or perhaps not in the room at all on the
lowest settings. In certain embodiments, the smart room controller
may determine an appropriate scare factor, or other factor, based
on information it gains or determines from or about the players in
the environment. For example, the controller may determine that a
child is terrified at a given scare factor, based on facial
recognition and gesture recognition processing. In this example,
the controller may turn down the scare factor for the environment
effects. Additionally or alternatively, the controller may change
the theme of the room to include more humor in order to alleviate
any perceived anxiety in the users. In certain embodiments, the
controller may determine that a particular child is not impressed
with the current scare factor based on facial indicators and other
feedback. The controller may dim the lights and increase the
intensity of the attraction in order to elicit the goal feedback
from the child.
[0038] In certain embodiments, the smart room controller can adjust
the experience based on what guests may have previously
accomplished, bought or been given. For example, perhaps a guest
has a real or digital torch. Shadows can be shown on the video
screens around the rooms and other areas of the room may remain
dark as the guest moves around the room with the torch. For
example, a smart room controller uses sensory information from
smart environment sensors to determine the user's movements and the
relation of the digital torch to other objects in the room. 3D
processing and illumination graphics processing can determine the
proper ratio for shadows and other projections emanating from the
digital object. The controller then directs the smart environments
displays and sensory equipment to respond to the user's
actions.
[0039] For example, a heat effect may be increased in a particular
area close to a fire to simulate heat from flames. As another
example, if a guest has earned a sword or dagger earlier in their
experience, a digital, animatronic, or real life (operator dressed
as a mummy) mummy may attack them. As another example, a user may
have found an amulet in a previous room or experience. The user
action of hanging the amulet around the mummy's neck can be
determined by the smart room controller through sensory devices.
The controller can then instruct the mummy (digital, animatronic,
or real life) to come alive, speak to users, and give them clues to
the next room. The mummy may or may not appear if they have or
haven't found the amulet. Thus, the actual objects displayed or
present in the smart environment can be customized according to
previous user actions as determined and controlled by the
controller. The controller can adapt the experience to the guest or
group based on the information collected during each guest's
experience. Those of ordinary skill in the art will appreciate that
multiple such determinations and interactions can be processed in
rapid succession in order to provide guests with real time
interactive experiences in the smart environment over a short or
extended period of time.
[0040] In certain embodiments, a smart room controller can perform
crowd and capacity management capabilities. For example, theme
parks or location based entertainment features often have
requirements that guests pass through each attraction at certain
intervals in order to attain capacity requirements or throughput.
The smart room controller may, for example, time each guest's or
group's entrance and automatically provide them with easier and
easier clues so they can find their way out within a predetermined
period of time in order to let the next group enter and enjoy the
attraction. Since this happens automatically through determinations
made by the controller, guests will likely not understand that they
are receiving clues but, rather, may perceive this as part of the
experience.
[0041] For example, an attraction requires that up to 20 guests
need to pass thru the room every 3 minutes and a "temple room"
requires them to press 10 different stone blocks on the wall with
symbols on them in order to unlock the door. In this example, the
necessary blocks may begin to glow faintly one at a time after the
guests have been in the room for 1 minute. Additionally or
alternatively, clues for the correct blocks to touch may be
displayed or otherwise presented in the environment. Some guests
may be wearing devices which may also being to glow, pulse, and
display or give a clue to the user in various ways what to do next.
The longer the group stays in the room, the more obviously and
brighter the blocks glow to motivate the players to touch them.
Additionally or alternatively, a holographic mummy, for example,
can begin speaking clues to the guests after a certain period of
time. In certain embodiments, doors automatically open or close
based on a time period or other determination of a controller. The
smart environment features may work together seamlessly to move
guests thru the experience in a way that doesn't seem to them
artificial or disconnected from their story and experience.
[0042] In certain embodiments, live staff members that are part
operational control and part actors are given cues by the smart
room controller or displays controlled by such a controller when to
appear, where and what to say to the guests to assist the guest or
deepen their experience. Thus, the smart environment technology can
work together with the operators of the event space to seamless
connect live action, animation, 3D and virtual experiences together
so that the guest is never quite sure of what is real and what is a
theme park attraction with the total goal of complete immersion of
the guest into any storyline and theme within a given space.
[0043] In certain embodiments, smart reactive and response
technologies, including interactive and theatrical responses
include: audio/visual responses, sensory effects (SFX) responses,
gamified and inventory, customized artificial intelligence
responses, animatronic responses, retail item responses, mobile
device responses, content responses, room environment change
responses, story and game data evolutionary responses,
operational/live staff responses, photo response out of park
reactions, unlock/access responses, secure point of sale (POS)
responses, media sharing responses, machine activation (print
sticker and/or coin dispense) responses, and the like.
[0044] In certain embodiments, response may additionally or
alternatively include support (answer questions, give directions,
map, clues) (e.g., AMAZON ECHO ALEXA/GOOGLE HOME), leveling and
gamification, messaging, mixed reality responses virtual
reality/augmented reality (VR/AR), real time feedback, analytics
and customization, connection to other smart rooms/experiences
interaction, and digital mapping and projection responses. Those of
ordinary skill in the art will appreciate the large number of
peripheral devices that may be controlled by a smart room
controller in order to increase interactivity and engagement of
users in an entertainment attraction setting.
SET Record/Remember
[0045] In certain embodiments, information about a user or a group
of users may be recorded and stored in order to inform future
entertainment experiences at the same or other attraction
franchises. For example, the smart room controller may be connected
to a storage device and may be able to store personal information
in the form of documentation or other user attributes and
customized features of players, such as how they reacted in each
attraction. The information may then be anonymized and used to
improve the experience for other guests or that same guest. For
example, to improve turn out from a particular demographic, the
experience can be customized to improve user reactions and
responses. The sensors can inspect user reactions at each phase of
the attraction experience (before, during, and after), as well as
individual responses to individual portions.
[0046] In certain embodiments, the smart controller may use
collected data as training data in order to measure improvements in
reaction metrics over time. For example, a machine learning
algorithm may be used to automate interaction detection and
responses in order to increase user engagement. For example, the
machine learning algorithm may be trained with feature vectors
describing each user interaction including demographic information,
reaction information, vital information, and other information as
features. Responses can be tailored to elicit a certain response in
the user feature vectors. The machine learning data set or training
data may continually be expanded as more users experience the
attraction.
[0047] In certain embodiments, stored user or group information can
be used to, for example, give levels and points for use in future
visits to live locations, as training data for artificial
intelligence agents based on user preferences and analytics. In
certain embodiments, the smart controller may perform digital
collection and inventory storage of user or attraction data, photo
and film storage, smart environment device upgrading or
recommendations, additional programming or gaming for online and on
mobile devices, activation of home devices including related or
linked attractions for the home, mobile integration, application
integration, online integration, operations analytics, machine
learning, smart room upgrades, and the like.
[0048] In certain embodiments, the teachings of the present
disclosure may be applied in a home entertainment environment. The
difference in this case would be specific devices for the home may
be developed that are unique to smart environment attractions. For
example, this may include a compact SFX system that can be put in a
home. For example, interconnected game boards and toys that
collaborate together as one holistic experience and home "live
theatre" similar to playing charades only queuing up sounds and
"ghost" (e.g., animatronic, holographic display, etc.)
performances.
[0049] In certain embodiments, the teachings of the present
disclosure may additionally or alternatively be applied to "rides"
such as rides at an amusement park. For example, the smart
environment controller collects feedback from a user as the user
passes through a smart room and provides reactive feedback to the
user based on information determined or collected about the user or
the group. The ride can be dynamically changed, such as making a
left turn, or a right turn depending on the user responses or
collected or determined information.
SET Attractions
[0050] All S.E.T. Attractions (Smart Rooms) and Smart Attractions
that create a complete personalized, immersive, interactive
physical experience come to life creating REAL mixed reality in
live locations. Imagine Virtual Reality that is truly physical in
360 environments using the best themed entertainment techniques
combined with machine learning computing, tracking that generates,
instantly personalized and predictive content based on the users'
interactions, history, anticipated enjoyment.
[0051] Story worlds come to life in the same way virtual reality
immerses you in a 360-surrounded world DIGITALLY. SET does this
physically. SET additionally allows for instantaneous changes
[0052] S.E.T. (Smart Entertainment Technology) Smart Room applies
to (out of the home) entertainment at theme park, waterparks,
Museums, shopping centers, resorts, location based entertainment,
events, etc. using R3 (Recognize, React, Record) in real time using
emerging and existing intelligent, machine learning, AI software,
hardware, firmware, visual, virtual, audio, thematic, special
effects connected to a meshed personalizing system. All S.E.T
combines the best and emerging tracking, responding and recording
techniques and customizes experiences for guests and operators
creating new, immersive, theatrical, advanced, interactive,
personalized attractions.
[0053] The SET system is not just "smart" in how it responds
physically (screens, effects, tracking, reading, data analytical
responses) but it also uses technology/software/machine
learning/AI, digital frameworks, knowledge about the user supplied
by current or past input to react and "predict" customized advanced
reactions in real time to the user.
[0054] Buildable SET Attractions (Within building/distributed
throughout an entertainment/theme park/resort/shopping center,
etc.)
[0055] Most importantly the rooms are built like kits. SET
attractions on a "kit" like grid allowing for entire walls, that
create floors, Smart rooms can be constructed wall-by-wall, ceiling
and floor, furniture, etc. We can build and create a "wall" at a
time. But a fully "decked" out wall with all the features that
builds a smart room one slab/component at a time. Every wall,
floor, cube, etc. is like a huge computerized IPAD (screen) with
built the follow Smart Room features all built into it from
tracking to camera's to displays to video/audio/physical and
sensory effects. By putting each wall, floor, cube, ceiling, etc.
together you can build grids of smart structures to create a room,
hallway, maze, ceiling, magic door, floor, showcase area . . . .
Client can buy a smart ceiling only or a smart door only.
[0056] The wall system uses every available physical element
including but not limited to digital screens, projections, sensors,
haptic, themed effects, fog, lighting, water, wind, air, pressure,
hologram, etc. that are inserted into the wall, floor, ceiling
pedestals, themed items, unthemed items, monitors, doors, windows,
etc. to create every changing ACTUAL (instead of just virtual or
augmented) reality in real/instantaneous time. For example, FIG. 3
illustrates one particular configuration of video walls 302 and
other interactive digital attractions to create a smart
entertainment attraction. Video wall 304 is a "half wall" that
provides for a viewing area, exposing real-life attractions. In
addition, area 306 may include a hologram, 3D sculpture or
animatronics. As another example, FIG. 4 illustrates another
configuration of video walls surrounding 270 degrees of the
attraction viewing area, with a separator wall dividing the
surrounding digital attractions from a viewing area. In this
configuration, video walls 402 surround the user in an immersive
digital attraction experience, while half height walls 406 allow
for user circulation and exit into and from the attraction. An
additional full height video wall 404 is also provided. Other
example configurations are presented in FIGS. 5A-B, where round or
octagonal video walls (502 and 506, respectively) surround a
center-pod event piece 510. A separator (504/508) allows for
audience or user circulation into the attraction.
[0057] It is a place where the physical system combining some of
the most relevant sensory, fluid screen and effect systems in live
entertainment but it is SET in a grid of "buildable units" allowing
for just about any cinematic, special and themed effects to come to
life utilizing software and firmware technologies available.
[0058] In addition, the smart and intelligent system behind the
"brains" of how it functions as a personalized recognizing,
remembering and responsive experience is based on a perfected mix
of media, technical and social networked system utilizing the most
relevant and consumer-attractive options. The system not only
allows for instantaneous, engagement in the live setting but
connects to social, home based media/software and technology to
engage non=live participants. This also allows for user generated,
intelligently managed machine learning environments that grows with
the experience and the user simultaneously.
[0059] The core purpose of the smart rooms is to create physical
realities for intelligent applications using machine learning and
Artificial intelligence enabling spaces to guide and make smart
responses to the guests interacting in the space.
Digital Environment to Live Interaction
[0060] The speed of response in the local/location based
entertainment experience is real time instantaneously. Equally so
are home based users effecting the live experience.
[0061] In virtual media entertainment, the intelligent responses
are always digital. In this case the grid-build hardscape responds
intelligently with physical reactions and customized responses. 5g
networks and cloud-based technology will allow for extraordinary
speeds making it completely "real" to the users even if it is user
generated content triggering effects from home or other location
users. The goal is to create live experiences that surpass digital
ones given that the REAL entertainment is unlike anything a
consumer can get at home. Given the customized effects related to
the content and gaming being consumed or played--the life story
games using AI and machine learning will be at the center of the
system enabling hyper-real/personalized experience for individuals
at scale
[0062] In certain embodiments, there may be 3 high performance
components to All S.E.T. One such component includes a recognition
module, referred to as RECOGNIZE (Tracking and Knowing the
User/Operator).
[0063] SmartRooms are designed so that various technologies that
track and know who you are and respond to the guest or multiple
guests based on image, voice, mobile device, mapping, GEO location,
emerging, tech, what they have done, chosen, picked, created,
bought, acquired, seen or accomplished before they entered. The
room or characters and objects in the room can also change based on
what guests do once inside the room.
[0064] Guests can wear a device into the room that will contain
their information and/or the room will "know" the guest an what
he/she has done thru both passive and active technology using
various combinations of RFID, wireless, cell phone signals and
devices, Bluetooth, proximity sensors, heat sensors, facial
recognition, computer recognition, fingerprint scanning, x-ray,
GPS, scanning and other new technologies yet to be developed for
locating, tracking and identifying people and information on them
as well as choices they have made.
[0065] Key "Smart Recognition features" of the room may
include:
[0066] 1) Device Tracking
[0067] 2) Image Recognition
[0068] 3) Voice Recognition
[0069] 4) Mobile device Recognition
[0070] 5) Facial/Fingerprint/Mapping Recognition
[0071] 6) GeoLocation
[0072] 7) Gesture and movement
[0073] 8) Position on grids
[0074] 9) Camera Tracking
[0075] 10) Emerging Tech
[0076] 11) Simple room based trigger (laser, light source)
[0077] 12) Scanning (physical or object)
[0078] 13) Hands-on Consumer powered input
[0079] 14) Out of room interconnection to other
[0080] RFID
[0081] Augmented reality
[0082] Infrared
[0083] 3D projection and mapping
[0084] Touchscreen/touch wall
[0085] Video walls
[0086] Video mapping
[0087] Phase array optics
[0088] Artificial intelligence
[0089] Surround sound
[0090] Robotics
[0091] Animation
[0092] Virtual reality
[0093] Mixed reality
[0094] Smart phone technologies
[0095] Another such component may be a response component, referred
to as: Response (Feedback based on unique data of user that gives
customized, personalized audio, visual, physical, etc. effects
reaction)
[0096] For example, once the room knows that the person has entered
and instantly accessed the database of that's person history,
preferences and past actions, it will queue certain audio/visual
elements to occur in the room or series of rooms and hallways.
SmartRooms will instantly know the preferences, accomplishments or
missions for a group of people who enter at one time and tailor the
experience to each individual and the group simultaneously.
[0097] A SmartRoom experience can be a single room, multiple rooms
connected together or an endless number of "rooms" digitally
connected around the world.
[0098] Level One SmartRooms can be a) blank white walls or b)
partially built sets with one or more 3D props. When the SR is not
in operation, all of the walls are white or blank screens. If the
guests have chosen a haunted house mission, sensors leading into
the room detect this and images appear all around the room to make
it seem like it is a fully dimension room inside a haunted house.
3D glass, VR or AR may be worn by the guests to enhance this
experience. However, this is not a "virtual" experience. It is a
real experience that is only augmented by digital assets, not
solely created around them. The key to this invention is how the
real world changes (or seems to change) around and for the
players.
[0099] If the guests have chosen an Egyptian pyramid adventure,
images appear all around the room to make it seem like a fully
dimensional room inside a pyramid.
[0100] If they guests have chosen an Amazon adventure, images
appear all around the room or hallway to make it appear as a fully
dimensional jungle all around.
[0101] 3D mapping and projections may be used to project images
onto otherwise blank 3D objects. For example a 4' wide by 6' high
rectangle against one wall can appear to be a chest of drawers for
the haunted house scene or it can appear to be a stone column as
part of the pyramid interior.
[0102] Holographic images, smart animatronics and similar
dimensional real or virtual items can also appear in the room based
on information the guests have chosen or accomplished
beforehand.
[0103] For example a witch can appear in the haunted house room or
a mummy in the pyramid themed room. Those characters can be 2D
video, holographic, animatronics or real people, each responding to
the players seamlessly within the context of the story, past events
and choices by the guest.
[0104] Furthermore, these "characters" can show different levels of
scare factor based on what the guest has chosen beforehand. The
witch and mummy can be horrifying, dripping blood and appear very
aggressive on the highest settings, while being very tame or
perhaps not in the room at all on the lowest settings. The room
will know and play the scare factor based on information it gains
from the players immediately before they enter.
[0105] The SmartRoom will also adjust the experience based on what
guests may have previously accomplished, bought or been given. For
example, perhaps the guest has a real or digital torch. Shadows
will be shown on the video screens around the rooms and other areas
of the room may remain dark as the guest moves around the room with
the torch.
[0106] If the guest has earned a sword or dagger earlier in their
experience, the mummy may attack them. Or perhaps they found an
amulet in a previous room or experience. Hanging the amulet around
the mummy's neck will make it come alive, speak to them and give
them clues to the next room. The mummy may or may not appear if
they have or haven't found the amulet. SmartRoom technology will
adapt the experience to the guest or group constantly.
[0107] Multiple experiences such as these will happen to the guests
in the room over a short or extended period of time.
[0108] Another feature of the SmartRoom is that as a theme park or
Location Based Entertainment feature it knows that guests must be
pulsed thru it at certain intervals to attain capacity requirements
or throughput. The SmartRoom times the guest's entrance and
automatically gives them easier and easier clues so they can find
their way out within a predetermined period of time. Since this
also happens seamlessly the guest doesn't know they are getting
clues but perceive it as part of the experience.
[0109] For example, if the attraction requires that up to 20 guests
need to pass thru the room every 3 minutes and the temple room
requires them to press 10 different stone blocks on the wall with
symbols on them the blocks glow faintly one at a time after they
have been in the room for 1 minute, giving them clues for the
correct blocks to touch. Some guests may be wearing devices which
may also being to glow, pulse, and display or give a clue to the
user in various ways what to do next. The longer they stay in the
room the more obviously and brighter the blocks glow to motivate
the players to touch them.
[0110] In addition, a holographic mummy can begin speaking clues to
the guests after a certain period of time. Perhaps doors
automatically open or close. All of these features work together
seamlessly to move guests thru the experience in a way that doesn't
seem to them artificial or disconnected from their story and
experience.
[0111] In other versions of SmartRoom technology, live staff
members that are part operational control and part actors are given
cues by the SmartRoom when to appear, where and what to say to the
guests to assist the guest or deepen their experience. The
SmartRoom works together with the operations of the event space to
seamless connect live action, animation, 3D and virtual experiences
together so that the guest is never quite sure of what is real and
what is a theme park attraction with the total goal of complete
immersion of the guest into any storyline and theme within a given
space.
[0112] In certain embodiments, Key Smart Reactive/Respond
Technologies, Interactive and Theatrical Responses include:
[0113] Audio/Visual responses
[0114] SFX responses
[0115] Gamified and inventory
[0116] Customized A.! responses
[0117] Animatronic response
[0118] Retail item response
[0119] Mobile device response
[0120] Content Response
[0121] Room environment change response
[0122] Story and Game Data evolutionary response
[0123] Operational/Live staff response
[0124] Photo Response
[0125] Out of park reaction
[0126] Unlock/access response
[0127] Secure POS response
[0128] Media sharing response
[0129] Machine Activation (Print sticker, coin dispense)
[0130] Support (answer questions, give directions, map, clues)
(ALEXA/GOOGLE HOME)
[0131] Leveling and gamification
[0132] Messaging
[0133] Mixed reality response (VR/AR)
[0134] Real time feedback, analytics and customization
[0135] Connection to "other" Smart rooms/experiences
interaction
[0136] 3D response
[0137] Smart Record/Remember Technology
[0138] Personal Info documentation
[0139] Store Customized Features
[0140] A.I. Preferences and analytics
[0141] Digital collection
[0142] Device upgrading
[0143] Mobile integration
[0144] App integration
[0145] Online integration
[0146] Operations analytics
[0147] Machine learning
[0148] Smart room upgrades
[0149] In certain embodiments, a plurality of different devices can
be used within the physical space, such as:
[0150] Magical items (wands, keys, compasses)
[0151] Torches
[0152] Tools
[0153] Glasses
[0154] Headphones
[0155] Suits
[0156] Magic globes
[0157] Shoes
[0158] clothing
[0159] Phones
[0160] iPads
[0161] Mobile devices
[0162] Watches
[0163] Wristbands
[0164] Stuffed animals
[0165] Puppet packs
[0166] Clickable
[0167] Game controllers
[0168] Balls
[0169] In certain embodiments, the physical space can include walk
thru attractions, rides or combinations of those two.
SET Room Example: Dragon's Chambers
[0170] The following description applies to one non-limiting
example embodiment of the smart entertainment technology described
herein. The basic room consists of 3-4 extra-large format video or
projection screen walls although the number of walls is unlimited.
For this example, the SET room is preprogrammed with at least three
different dragon encounters: 1) The Red Dragon battles the guest,
2) The White Dragon is tamed by the guest, or 3) The Green Dragon
is challenging the guest to solve a puzzle in return for a spell or
potion.
[0171] The room may also contain other features such as three
dimensional theming (in this case stones, rock, and boulders),
animatronics (dragon skull or statue), holographic images, special
lighting effects, wind generators, floor touch sensors, etc.
[0172] Based on one of many options such as RFID, voice or facial
recognition, phone or device activation/recognition, the room knows
which scene to create just prior to the guest entering the room. Or
the room may be on a default setting that will always show one
scene so that blank walls are never visible to the guest.
[0173] The North, East and West walls are 12' high, high resolution
video walls. The South wall is both the doorway into the space and
a 4' wall so that spectators can observe what is going on inside
the room. An optional 12' high wall is behind the spectator railing
creating a full surround experience in while spectators can feel a
part of but are not participating in the experience.
[0174] For the purpose of the example below, although any number of
people can enter and interact in the SmartRoom, we will use an
example of three players/guests for simplicity of illustration. One
or more of those players can have a retail or rental device, use
gesture movement, voice activation, a phone or a combination of
those. For simplicity, the example will not refer to a device
although the basic experience will be greatly enhanced by one.
[0175] The users may be on a story, mission, quest or adventure
that will take them thru one or more Smart Entertainment Technology
spaces including Rooms, Hallways and Chambers. Although the
SmartSpace may be its own isolated experience, it is best when
connected together in a series of modules. For this example we will
assume that the users have experienced other SmartSpaces that lead
up to this encounter in the sample SmartRoom.
[0176] The "default" video on all of the walls is of an ornate
stone chamber with one large arched opening looking out over craggy
mountain ranges in the distance. There are three 3D objects in the
room around them that appear to be stone pillars topped with dragon
skulls. The 3 dimensional quality of the video wall is such that
users cannot discern where the real 3D objects stop and the video
wall begins.
[0177] Because three players are "active", three sparkling shafts
of light illuminates different spots on the floor. The light in the
shafts sparkles compared to the dim room lighting around it. If
each of the players walk into the shafts of light and stands in it,
they activate a motion sensor. Or if they are unsure what to do and
don't stand into the shafts of light, the SET queues a voiceover
within the storyline they are participating in asking them to step
into the shafts of light.
[0178] Once they step into the shafts of light the video walls all
around them transition in a number of ways to make it appear that
they have been transported to top of the craggy mountain they saw
in the distance. Audio, visual and real effects such as fans for
wind will accentuate the realism of their transportation and the
arrival at a new space. The walls as well as the 3D real objects in
the room transition together. The use of 3D glasses by the users
may accentuate the experience.
[0179] As the users stand in the center of the mountain scene, a
dragon appears far out in the distance in front of them, then flies
to the left, across the top of the ceiling above and onto the right
hand (east side) screen. It moves closer then hovers in the air,
its image and wingspan filling up 3/4 of the wall. The flapping of
its wings pushes a breeze over the users with strategically placed
but hidden fans.
[0180] The Dragon advances the storyline with a brief monologue
that requires the users to complete three challenges to best
him.
[0181] The first challenge comes to life with multiple angled laser
beams projecting across the room in all directions horizontally and
vertically. The users must move over, under and around the laser
beams to reach specific spots in the room noted as glowing stones
on the 3D objects within a certain time. The SET knows the skill
level of each participant and makes the game easier for those on a
younger setting with fewer beams to cross and harder for those with
more experience by giving them more beams to cross.
[0182] The SET also tracks their progress thru the challenge and
makes it easier for the user if they are having problems with
achieving their goal within that time period. Unlike MagiQuest that
had one skill level and ending for all players and unlike video
games that have the same "boss" to beat with the same outcome, most
often failure early, SET is designed and built so that most players
win the challenge by varying it during its course so that it
ultimately seems that they accomplished it themselves.
[0183] Once they have successfully achieved success, the game
system moves to the next challenge, which can vary depending on the
storyline of the user and the choices they have made to that point.
The Challenges also change based on the number of users waiting in
the queue to play the game next in order to accomplish the largest
throughput and capacity possible.
[0184] An example of the next challenge would be for the dragon
skulls on top of the stone pedestals to come alive either thru
animatronics or 3D animation to advance the storyline of the users
to the next challenge. For this game, alternate dragon skulls on
one of three walls would glow faintly then flaming balls of fire
would appear from the distance coming towards the users. They would
have to duck, dodge and jump over each on as it appears to come
into the user's space. In simple play mode one skull at a time
would throw fireballs which is accentuated by the use of heat
generators strategically placed in the room. In a more complex
multiplayer version, several skulls would appear to throw flaming
balls at the same time. The point of the game is to require users
to move around the 3D dimensional space, while looking all around
them which creates a unique and very realistic use of their body
(physical selves) combined their thinking (cognitive skills) with
video and SET effects that is adjusted automatically to their
level, the storyline and number of players.
[0185] Often team play is required of multiple players to complete
the challenges, all while moving around the SmartRoom and being
tracked with SET.
[0186] As another example of a challenge, the dragon would circle
the users, flying from once screen to another while talking to them
and advancing the storyline from different screens. These requires
the users to constantly move around and turn in the space looking
in different directions. If they have a device, it would be
required to be used in different directions as well. If they have
multiple devices, they may need to be used in multiple directions.
All combined it creates and immersive physical and visual space
requiring thought and actions by the users in 3D space.
[0187] Various numbers of dragons would appear in this room based
on the storyline, user settings and skill levels, all combined into
one seamless experience that is lifelike and requires physical
movement. This three dimensional immersive experience is much
different than video games or MagiQuest which takes place on one
video screen or on a ride where the vehicles move instead of the
user. It is also much different than a virtual reality experience
which is contained within googles and does not include any physical
space or objects in the experience.
[0188] In other variations of SET, augmented glasses, phones,
tablets and other devices are used together with the 3 dimensional
objects and/or video screens for a more complex layering of effects
and actions. SET will know if the user has such devices, including
magic wands, wristbands, etc. and automatically adjust it for the
user. It is also capable of adjusting the experience to accommodate
users that don't have devices along with those that do. In
addition, it can create multiple experiences for multiple devices
at the same time.
[0189] For example one user might have a wand, while another has a
touch and yet another a gauntlet, each being used in different ways
to complete the storyline and/or mission.
[0190] Another example of a SmartRoom game is where users must
touch different stones on the wall to illuminate them, guess a
secret code or move them around. This is all accomplished thru a
combination of video projection and gesture technology to appear
realistic and three dimensional.
[0191] The SmartRoom is also capable of knowing if the user is on a
completely different storyline then change the scene to accommodate
that story, including usage of the real 3 dimensional props in the
room. For example, instead of a Dragon challenge, the users might
be on an Adventure that requires them to journey through a great
library. In that case, the SET creates three dimensional video
walls all around the user of shelves and giant stacks of books. The
3 dimensional props will now appear as stacks of books instead of
stacks of stones. Users would be able to touch and "open" books or
move them around to research their chosen adventure or complete a
mission.
Considerations Using Emerging and Future Technolgies:
[0192] In certain embodiments, emerging technology includes one or
more of the following:
[0193] Artificial intelligence
[0194] Digital Twin Technology (virtual mimics real)
[0195] Real time animation
[0196] Intelligent maintenance
[0197] Conversational systems
[0198] (Collaborative) Intelligent things
[0199] The Virtual real assistant robotic or holographic
assistant
[0200] Sensory haptic feedback
[0201] Fan-build technology
[0202] Emotionally and persistently smarter expressive
[0203] Machine learning, artificial intelligence and Real Time
feedback/responses:
[0204] In certain embodiments, SET will have a "real" conversation
with the player/user by using machine learning/A.I. and real time
tracking to give responses that are/feel like a true evolving
conversation and action/reaction to real time input from the
user.
[0205] Conversational system between social media that is generated
by users as well as the core media content and is flexing the
response based on the conversations (coming in from the user based
on preferences, game play, history, virtual and physical
engagement). The "conversation" with the system allowing for the
reactions of both the system (verbal, visual/content/specific tone,
etc.) as the player engages more and more with the system.
[0206] and the player/user changes as the system (machine) learns
preferences and active input simultaneously
[0207] STORY Development in Real time
[0208] Real story time upgrades and interactions with users and/or
the space uses analytical collection of information, computer
learning and intelligent software to create better stories based on
real time data generated by users and pre-developed content. This
platform can learn about the emotional and physical input of the
user including their behavior patterns and generate typical
scenarios that the personality type/player/historical data of that
user would "like` to depict typical responses, plots, effects,
triggers, transitions in the story world. The system builds upon
generated responses predetermined in the system as well as machine
learned, research enabled and AI agents to move the story in new
personalized directions. The system will also take into
consideration cultural and societal norms of the person or the
location SET system.
Emotionally Intelligent Effects and Experiences
[0209] It also will have emotional intelligent and story-build
techniques that engage the specific personality of the user.
Example, if the system learns that the user disengages when in a
phobic situation and the system does not want the produce the
feeling of "fear" in the story--the system will provide more "open"
and exploratory visuals and effects to tease more engagement out of
the user. However, this same system, when wanting to produce
fear--may visual and auditory make the rooms feel smaller
specifically to tease this feeling *safely knowing from the same
person.
Internal Entertainment Currency
[0210] The system may adopt a bit coin currency model as a way to
trade virtual value and rewards. A gaming system often has
reward/points. This variable could be used as a reward and loyalty
system and use the devices to make "virtual" or real purchases.
[0211] A mesh system may be used to create a dynamic system that
connects people, and things and support intelligent digital
ecosystems. The mesh system evolves as the user experience changes
using supporting technology. Using a fluid Omni-channel user
experience.
[0212] The system shift from a stand-alone to a collaborative model
in which intelligent things in the room communicate with one
another and act in concert with the SET system and the players.
Personalization Engine
[0213] A personalization engine creates a unique profile for each
visitor in real time as he browses and shops. Once the profile is
created, learning software makes adjustments and additions as the
customer inputs more information.
[0214] His shopping habits and browsing patterns provide details
about his interests and needs. This information can be leveraged to
create a site that is of greater interest to that particular
customer each time he visits. This keeps him engaged within the
site and interested in the merchandise.
Self Editing Platform
[0215] Self-editing platforms allowing for AI and machine learning
updating the game and story based on information being
collaboratively injected into our system. It could come from both
the user and the creator's influence and the response system
adjusts accordingly. Example would be a story world option
(choosing from three character to have a conversation). Based on
the game experience, the user's choices the characters will
self-edit its response as and the surrounding SET effects adjusts
as well. Further example. A character is chosen and has a specific
skill such as throwing fireballs. The user has the magic ability to
turn fireballs into firewalls. Once that character is chosen given
the users specific magic skill combined with the characters
capabilities the fireballs are turned into firewalls. Something the
system did not have programmed until this combination was
presented. The room then shows firewalls, heat, and other sensory
effects as a result. The system has self-edited and created its own
newly learned responses.
Social Media Interaction/Clicks
[0216] The system is connected to social media fan pages. Either in
the game in the live experience or on the outside of the game (at
home/other areas of the park/venue) you can "like" or comment on
something happening in a specific space which increases its
popularity or brings its entertainment features more upfront to
incoming users. The more popular an event/story/experience/game
feature is liked--the more "likely it is brought up first as an
option to the new users.
Mobile Phone Remote Control in Live Experience
[0217] Once in the SET environment your mobile device automatically
becomes a remote control. We sync our system to the mobile device
recognized (using any and all mobile device technology options
including Blue Tooth, the cloud, sensing devices, apps, etc.). Once
the mobile device is connected the user can control a great deal of
the room game, story, effects, story, music, lighting,
personalizing features and information sharing. The user can
digitally capture "ingredients", powers, skills, images, etc. for
virtual storage and use. The user can send, direct scenes,
customize games, either for future encounters or saving past
experiences. The user can reach out to their Facebook, Instagram,
photos--etc. and use them in the experience to enhance their game
play, story worlds, personal features and experience overall. The
mobile device becomes the orchestrator of the experience Augmented
reality thru a device including glasses and/or phones (or a retail
item that utilizes the AR technology but shaped as a magnify glass
and/or magic mirror or glass ball you carry around in the
experience creates a layer of content unseen in the physical world
or story. Whether it is a mobile device producing the AR experience
of the retail item it uses the SET room technology to trigger the
additional content but also trigger things in the room that mimic
and amplify the augmented layer. So the experience is very layered.
Not just the augmented layer but effects, screens themed items and
other rich interactive elements that tie into the whole story
world.
[0218] The mobile device, much like a computer in your pocket will
reach a range of devices, including other mobile connections and
people using intuitive interfaces that dynamically control
interfaces across physical and digital platforms in real and
digital forms both 2d, 3d and beyond.
Projection Systems and Fluid Real Time Content
[0219] Normal and high-powered projector system can be used to turn
any surface into a huge screen or layered digital content. SET can
use its computing power to enable live streaming from a variety of
sources allowing the projections to be instantaneous. They can be
curated from material/media content already generated or even user
generated material project real time images on surfaces including
props, themed items, water curtains, fog, walls, ceilings floors
and even people. The system can project from wall to wall and
follow a user throughout the experience. It can pop up as a
hologram making it feel like a robot or item in your hand is
projecting an image.
[0220] Audio systems for directly, curating and surrounding the
user in specific sounds for music, direction, sound effects,
instant sound, echoing of voices, voice listening and the most
advanced audio personalized system.
[0221] This can be used to create concerts, sports experiences, and
voice direction. It can record and create instant voice
recognition. It allows the user to customize sounds and music
wherever they are in the experience. It is used to make the
environment more real. An example of SET audio systems coming into
the play is when a user waves a wand the sound system knows and
makes a magical sound. But when the user lights a torch (embedded
technology that triggers) it will make a "lighting" sound. If you
throw a fireball. You will hear the sound travel from one point to
the place you throw it. And if you throw a water ball it will
customize instantly and make appropriate sounds. This of course is
combined with sensory effects that also respond appropriately. The
grid system is set up on the SET walls, ceilings and floors to
create sound thru audio advanced systems allowing us to move the
speakers, etc., to parts of the grid for best received effects.
[0222] Given that we have sophisticated speakers and sound systems
we can use technology that triggers effects inaudible to people. So
not only do we use our entire hardware and software system to track
and follow or create an effect by the actions of the users or
curators--we can also use these systems to trigger experiences
through high frequency inaudible smart listening receptors. A user
can then activate a specific sound causing an effect controlled by
the speakers. This proves that all this engaging technology whether
it is sounds and speaker systems or specific beacons, RFID readers,
light sensors, any hardware, etc. to track, trigger, respond,
collect data, personal the experience. As well as set off all and
every triggered visual, auditory effect.
General Design and Development Considerations
[0223] The following describes features of creating live story
worlds, and features of interactive attractions and structures
including hands-on, digital, play grounds and rope course
attractions.
[0224] Haunted Attraction--Experiential Key Components
[0225] The guiding philosophy: Achieve a play-thru adventure with
the most propulsive and exciting techniques of haunted attractions,
combined with the heart and inspiration of SeaWorld.
[0226] The Keys:
[0227] Propulsion--the haunted attraction always "scares forward";
any effects or action should be timed and angled to propel guests
forward; no action should interfere with forward path
[0228] Surprise--pulsed groups are ideal to preserve moments of
surprise, but for uninterrupted lines of guests a triangular
architectural grid design preserves views until the last possible
moment around tight corners
[0229] Interaction--guests have few-second-long missions, either
introduced by performers or scenic elements; an illuminated button
tends to be pushed; an illuminated button with the message "do not
push" shall certainly be pushed
[0230] Levels--the haunted attraction surprises with effects not
just on all sides of the guest path in "ping pong" fashion, but
with effects underneath and above guests
[0231] Misdirection--the haunted attraction excels at inspiring
guests to focus on spectacle to mask a performer set-up or effect
mechanism; lighting and scenic should have complete control over
the guest POV
[0232] Choice--guests shall have the illusion or effect of choice,
either through the design of branching parallel paths or through
implementation of true mazes, often with performer manipulation of
route openings/closings
[0233] Senses Play--the haunted attraction makes use of temperature
shifts and pockets of scent, as well as evocative surface textures
and surround sound; removing the majority of senses will focus on
one sense for one room; flashes of temporarily blinding light can
mask big effects
[0234] Abrupt Tonal or Scale Shifts--the haunted attraction should
not allow for visual fatigue, even in uniform environments such as
forests, mansions, or caves; from space to space, the visual
language should be abruptly different, including jumps from low
ceilings to vaulted ceilings
[0235] Animatronics and Puppetry--these tools allow for reliable
performances from group to group; puppetry can be used to implement
some actor control, including limited touch
[0236] Previews--the haunted attraction shall be designed with
visual previews of much later spaces early on; best case studies
include large rooms with three or four paths in and out of them
over the course of a single walkthrough
[0237] Illusion--mirrors can be used to simulate much larger spaces
than in reality, either horizontally or vertically; vortex tunnels,
which can be adapted, shift guests' balance playfully with a
rotating scenic tunnel
[0238] Popcorn--guests of haunted attractions will not witness
every effect; effects are designed for a leapfrog methodology,
whereby performers quickly scare and then reset not for the next
guest but for the next guest; the cumulative effect is a
perpetually active and surprising space
[0239] Playful Guest Movement--haunted attraction designs
frequently allow for guests to duck under obstructions, crawl,
slide down slides, walk on slanted floors, or ascend stairs; for
safety, no effects should occur during radically destabilizing
moments
[0240] Felt Presence--the haunted attraction makes ample use of the
dark to fill in scenes; a few small scenic details, even if not
visible to guests are palpably felt by guests and cause spaces to
feel full
[0241] Foundations of the Modern Funhouse
[0242] Distortion
[0243] Classic Example: Wacky Mirrors
[0244] The modern funhouse should alter guests' points of view,
through mirrors, optical illusions, augmented technology, and
unusually-lit or manipulated physical surfaces
[0245] Disorientation
[0246] Classic Example: Spinning Tunnel
[0247] The modern funhouse uses safe, dynamic physical components
to spin and twist guests, or give them the illusion of an
upside-down or diagonal transition; the resulting disorientation
propels guests into unique engagement with the following space or
scene, which can be fairly ordinary by comparison
[0248] Abrupt Tactile Changes
[0249] Classic Example: Faux Drawbridge
[0250] In addition to walls with intriguing tactile surfaces, the
modern funhouse compounds guests' surprise by supplementing
surprise changes in terrain; leaves, mulch, stone, and even
different types of wood are all distinguishable through guests'
feet
[0251] Exterior Previews
[0252] Classic Example: Coney Island--all funhouses
[0253] The modern funhouse facade is extensively perforated,
allowing for context-less views into the various gags to be
experienced; in addition, some experience paths can outwardly
penetrate the facade; these moments can be capitalized upon, with
the effect that guests inside appear to be undergoing situations of
extreme danger
[0254] Stacking
[0255] Classic Example: Coney Island--all funhouses
[0256] The modern funhouse is constructed with as much verticality
as possible; in addition to perforated views through the facade,
guests should be aware they need to ascend multiple levels
throughout the experience; these stacked layers additionally create
an auditory cacophony, as multiple guests navigate the
structure
[0257] Perspective Shifts
[0258] Classic Example: The "Wonky" Room
[0259] The layout of the modern funhouse includes spaces where both
guests and scenic elements appear larger or smaller than in
reality, utilizing tilted floors and spatial optical illusions to
upend guests' sense of reality
[0260] Simulated Peril
[0261] Classic Example: Noah's Ark--Flooding Room
[0262] The modern funhouse includes rooms of various scale which
simulate natural or unnatural disasters impacting guests' path;
these effects necessitate a quick reset; guests may perceive floods
of water, crumbling structures, fire spreading, floors with large
gaps to walk over
[0263] Sight Gags
[0264] Classic Example: The "Shoe Fly"
[0265] The modern funhouse should include numerous instances of
visual plays on words or concepts; these elements act as "Easter
eggs" throughout the experience, and often serve to populate spaces
rather than act as interactive elements; these cause a pervading
sense of play
[0266] The Impossible
[0267] Classic Example: Poseidon's Fury--Water Tunnel
[0268] The modern funhouse includes at least one visual effect
which appears to defy the laws of physics
[0269] Purposeless Play
[0270] A dichotomy is set between moments of play with specific
cause and effect intent and play with deliberate purposelessness;
the modern funhouse is a place of discovery, fun, and surprise; in
the upside-down world of the modern funhouse, more effort often
takes you farther from your goals
[0271] Sensory Deprivation
[0272] Classic Example: The Blackout Room
[0273] Akin to the classic "Tunnel of Love," the modern funhouse
intentionally removes visual guideposts at times, forcing guests to
explore by means of other senses
[0274] The Transferrable Tactics of Escape Rooms
[0275] Group Collaboration
[0276] The escape room thrives in setting milestones along the
experiential path to be conquered by many individuals separately,
as well as milestones which can only be conquered by many guests at
once; the ideal escape room keeps all guests involved at all times
by alternating these two approaches; an example of a group
collaborative puzzle is one in which guests must hold hands to
conduct electrical current from one target to another
[0277] Observation
[0278] The escape room guest is trained quickly by the experience
to assume that every detail in the space is deliberate; from an
experiential perspective, this forces guests to pay complete
attention to the story and experience, noting small details which
might otherwise be missed
[0279] Different Forms of Logic/Thinking
[0280] Escape room design assumes that participants will represent
different forms of logic and thinking; the ideal escape room offers
effects and puzzles for the linguistic thinker, mathematical
thinker, visual thinker, etc.
[0281] Assumed Roles
[0282] The escape room centrally focuses upon some sense of
urgency; in order to build urgency, a story is introduced with
assumed roles for guests, compelling them to complete puzzles "in
character"; rooms are frequently outfitted with costume pieces to
allow guests to more deeply immersive themselves in their roles
[0283] "Ticking Clock"
[0284] Urgency is key to the escape room design; typically, some
form of literal "ticking clock" is included to make guests
hyper-aware of diminishing time; the experience duration is also
punctuated with smaller ticking clock moments, with the effect of
momentary relief upon completion of a puzzle, followed by immediate
return to intensity
[0285] Expanding Spaces
[0286] The escape room layout is frequently comprised of multiple
connected rooms, but guests are initially only able to perceive one
or receive hints of a second which is at first inaccessible; the
dual effect of this approach is an incentive to play in order to
see more, as well as visual spectacle and surprise upon revealing
the next room, often involving dramatic reveals, slides, or
tunnels
[0287] Multi-Utilization
[0288] The escape room perpetuates a philosophy of
multi-utilization, inspiring guests towards more creativity in the
"real world" after their experience; quite often, one object
discovered within the experience will have multiple purposes;
significantly, most locks in a room are one-use only, giving guests
a sense of achievement and forward motion
[0289] Upending the Familiar
[0290] Alternately, the escape room often uses traditional objects
for highly untraditional puzzle effects; guests must rethink how
they perceive everyday props in order to progress within the
experience
[0291] Cause and Effect
[0292] The escape room links puzzles together, even across the
physical space; as one puzzle is solved, it stimulates an effect
elsewhere in the room, creating a trail of anticipation; this
design approach enforces the correct progression through
puzzles
[0293] Elemental Manipulation
[0294] Escape room puzzles sometimes include tactile joys beyond
simple writing surfaces, digital interfaces, and locks; key puzzles
can include the manipulation of water or electricity in order to
"solve" a conundrum
[0295] Red Herrings and Overstimulation
[0296] Playing on the earlier notion of observation, escape room
designers pointedly include too much information in each scene of
the experience; elements which seem highly significant have no
purpose at all, save for throwing guests off the trail
[0297] Chapters
[0298] Escape room complexes sometimes introduce rooms which serve
as progressive chapters to each other; while each room should be
able to function independently for a one-time participant, guests
who play across chapters will benefit from accumulating insight
[0299] Live Host
[0300] The live performer/host/puzzle master is key to the escape
room; typically, one live employee is present for each escape room,
although there may be multiple employees with different functions;
these hosts monitor the guests from inside or outside the room; the
hosts may function as a character in then story, or may operate
outside the story; their chief responsibility is to dole out hints
to guests; hints generally remove minutes from the guests' "ticking
clock," thereby dissuading guests from repeatedly requesting
hints
[0301] Key Features in Digital and Mixed Media Technology
Attraction (and/or upgrades)
[0302] Top entertainment experiences in Theme Parks
[0303] Top entertainment experiences in Location Based
Entertainment
[0304] Top operational features of guest management
[0305] Core Business objectives of theme park and location based
entertainment
Systems and Methods
[0306] FIG. 9 illustrates an example computer system 900. In
particular embodiments, one or more computer systems 900 perform
one or more steps of one or more methods described or illustrated
herein. In particular embodiments, one or more computer systems 900
provide functionality described or illustrated herein. In
particular embodiments, software running on one or more computer
systems 900 performs one or more steps of one or more methods
described or illustrated herein or provides functionality described
or illustrated herein. Particular embodiments include one or more
portions of one or more computer systems 900. Herein, reference to
a computer system may encompass a computing device, and vice versa,
where appropriate. Moreover, reference to a computer system may
encompass one or more computer systems, where appropriate.
[0307] This disclosure contemplates any suitable number of computer
systems 900. This disclosure contemplates computer system 900
taking any suitable physical form. As example and not by way of
limitation, computer system 900 may be an embedded computer system,
a system-on-chip (SOC), a single-board computer system (SBC) (such
as, for example, a computer-on-module (COM) or system-on-module
(SOM)), a desktop computer system, a laptop or notebook computer
system, an interactive kiosk, a mainframe, a mesh of computer
systems, a mobile telephone, a personal digital assistant (PDA), a
server, a tablet computer system, an augmented/virtual reality
device, or a combination of two or more of these. Where
appropriate, computer system 900 may include one or more computer
systems 900; be unitary or distributed; span multiple locations;
span multiple machines; span multiple data centers; or reside in a
cloud, which may include one or more cloud components in one or
more networks. Where appropriate, one or more computer systems 900
may perform without substantial spatial or temporal limitation one
or more steps of one or more methods described or illustrated
herein. As an example and not by way of limitation, one or more
computer systems 900 may perform in real time or in batch mode one
or more steps of one or more methods described or illustrated
herein. One or more computer systems 900 may perform at different
times or at different locations one or more steps of one or more
methods described or illustrated herein, where appropriate.
[0308] In particular embodiments, computer system 900 includes a
processor 902, memory 904, storage 906, an input/output (I/O)
interface 908, a communication interface 910, and a bus 912.
Although this disclosure describes and illustrates a particular
computer system having a particular number of particular components
in a particular arrangement, this disclosure contemplates any
suitable computer system having any suitable number of any suitable
components in any suitable arrangement.
[0309] In particular embodiments, processor 902 includes hardware
for executing instructions, such as those making up a computer
program. As an example and not by way of limitation, to execute
instructions, processor 902 may retrieve (or fetch) the
instructions from an internal register, an internal cache, memory
904, or storage 906; decode and execute them; and then write one or
more results to an internal register, an internal cache, memory
904, or storage 906. In particular embodiments, processor 902 may
include one or more internal caches for data, instructions, or
addresses. This disclosure contemplates processor 902 including any
suitable number of any suitable internal caches, where appropriate.
As an example and not by way of limitation, processor 902 may
include one or more instruction caches, one or more data caches,
and one or more translation lookaside buffers (TLBs). Instructions
in the instruction caches may be copies of instructions in memory
904 or storage 906, and the instruction caches may speed up
retrieval of those instructions by processor 902. Data in the data
caches may be copies of data in memory 904 or storage 906 for
instructions executing at processor 902 to operate on; the results
of previous instructions executed at processor 902 for access by
subsequent instructions executing at processor 902 or for writing
to memory 904 or storage 906; or other suitable data. The data
caches may speed up read or write operations by processor 902. The
TLBs may speed up virtual-address translation for processor 902. In
particular embodiments, processor 902 may include one or more
internal registers for data, instructions, or addresses. This
disclosure contemplates processor 902 including any suitable number
of any suitable internal registers, where appropriate. Where
appropriate, processor 902 may include one or more arithmetic logic
units (ALUs); be a multi-core processor; or include one or more
processors 902. Although this disclosure describes and illustrates
a particular processor, this disclosure contemplates any suitable
processor.
[0310] In particular embodiments, memory 904 includes main memory
for storing instructions for processor 902 to execute or data for
processor 902 to operate on. As an example and not by way of
limitation, computer system 900 may load instructions from storage
906 or another source (such as, for example, another computer
system 900) to memory 904. Processor 902 may then load the
instructions from memory 904 to an internal register or internal
cache. To execute the instructions, processor 902 may retrieve the
instructions from the internal register or internal cache and
decode them. During or after execution of the instructions,
processor 902 may write one or more results (which may be
intermediate or final results) to the internal register or internal
cache. Processor 902 may then write one or more of those results to
memory 904. In particular embodiments, processor 902 executes only
instructions in one or more internal registers or internal caches
or in memory 904 (as opposed to storage 906 or elsewhere) and
operates only on data in one or more internal registers or internal
caches or in memory 904 (as opposed to storage 906 or elsewhere).
One or more memory buses (which may each include an address bus and
a data bus) may couple processor 902 to memory 904. Bus 912 may
include one or more memory buses, as described below. In particular
embodiments, one or more memory management units (MMUs) reside
between processor 902 and memory 904 and facilitate accesses to
memory 904 requested by processor 902. In particular embodiments,
memory 904 includes random access memory (RAM). This RAM may be
volatile memory, where appropriate. Where appropriate, this RAM may
be dynamic RAM (DRAM) or static RAM (SRAM). Moreover, where
appropriate, this RAM may be single-ported or multi-ported RAM.
[0311] This disclosure contemplates any suitable RAM. Memory 904
may include one or more memories 904, where appropriate. Although
this disclosure describes and illustrates particular memory, this
disclosure contemplates any suitable memory.
[0312] In particular embodiments, storage 906 includes mass storage
for data or instructions. As an example and not by way of
limitation, storage 906 may include a hard disk drive (HDD), a
floppy disk drive, flash memory, an optical disc, a magneto-optical
disc, magnetic tape, or a Universal Serial Bus (USB) drive or a
combination of two or more of these. Storage 906 may include
removable or non-removable (or fixed) media, where appropriate.
Storage 906 may be internal or external to computer system 900,
where appropriate. In particular embodiments, storage 906 is
non-volatile, solid-state memory. In particular embodiments,
storage 906 includes read-only memory (ROM). Where appropriate,
this ROM may be mask-programmed ROM, programmable ROM (PROM),
erasable PROM (EPROM), electrically erasable PROM (EEPROM),
electrically alterable ROM (EAROM), or flash memory or a
combination of two or more of these. This disclosure contemplates
mass storage 906 taking any suitable physical form. Storage 906 may
include one or more storage control units facilitating
communication between processor 902 and storage 906, where
appropriate. Where appropriate, storage 906 may include one or more
storages 906. Although this disclosure describes and illustrates
particular storage, this disclosure contemplates any suitable
storage.
[0313] In particular embodiments, I/O interface 908 includes
hardware, software, or both, providing one or more interfaces for
communication between computer system 900 and one or more I/O
devices. Computer system 900 may include one or more of these I/O
devices, where appropriate. One or more of these I/O devices may
enable communication between a person and computer system 900. As
an example and not by way of limitation, an I/O device may include
a keyboard, keypad, microphone, monitor, mouse, printer, scanner,
speaker, still camera, stylus, tablet, touch screen, trackball,
video camera, another suitable I/O device or a combination of two
or more of these. An I/O device may include one or more sensors.
This disclosure contemplates any suitable I/O devices and any
suitable I/O interfaces 908 for them. Where appropriate, I/O
interface 908 may include one or more device or software drivers
enabling processor 902 to drive one or more of these I/O devices.
I/O interface 908 may include one or more I/O interfaces 908, where
appropriate. Although this disclosure describes and illustrates a
particular I/O interface, this disclosure contemplates any suitable
I/O interface.
[0314] In particular embodiments, communication interface 910
includes hardware, software, or both providing one or more
interfaces for communication (such as, for example, packet-based
communication) between computer system 900 and one or more other
computer systems 900 or one or more networks. As an example and not
by way of limitation, communication interface 910 may include a
network interface controller (NIC) or network adapter for
communicating with an Ethernet or other wire-based network or a
wireless NIC (WNIC) or wireless adapter for communicating with a
wireless network, such as a WI-FI network. This disclosure
contemplates any suitable network and any suitable communication
interface 910 for it. As an example and not by way of limitation,
computer system 900 may communicate with an ad hoc network, a
personal area network (PAN), a local area network (LAN), a wide
area network (WAN), a metropolitan area network (MAN), or one or
more portions of the Internet or a combination of two or more of
these. One or more portions of one or more of these networks may be
wired or wireless. As an example, computer system 900 may
communicate with a wireless PAN (WPAN) (such as, for example, a
BLUETOOTH WPAN), a WI-FI network, a WI-MAX network, a cellular
telephone network (such as, for example, a Global System for Mobile
Communications (GSM) network), or other suitable wireless network
or a combination of two or more of these. Computer system 900 may
include any suitable communication interface 910 for any of these
networks, where appropriate. Communication interface 910 may
include one or more communication interfaces 910, where
appropriate. Although this disclosure describes and illustrates a
particular communication interface, this disclosure contemplates
any suitable communication interface.
[0315] In particular embodiments, bus 912 includes hardware,
software, or both coupling components of computer system 900 to
each other. As an example and not by way of limitation, bus 912 may
include an Accelerated Graphics Port (AGP) or other graphics bus,
an Enhanced Industry Standard Architecture (EISA) bus, a front-side
bus (FSB), a HYPERTRANSPORT (HT) interconnect, an Industry Standard
Architecture (ISA) bus, an INFINIBAND interconnect, a low-pin-count
(LPC) bus, a memory bus, a Micro Channel Architecture (MCA) bus, a
Peripheral Component Interconnect (PCI) bus, a PCI-Express (PCIe)
bus, a serial advanced technology attachment (SATA) bus, a Video
Electronics Standards Association local (VLB) bus, or another
suitable bus or a combination of two or more of these. Bus 912 may
include one or more buses 912, where appropriate. Although this
disclosure describes and illustrates a particular bus, this
disclosure contemplates any suitable bus or interconnect.
[0316] Herein, a computer-readable non-transitory storage medium or
media may include one or more semiconductor-based or other
integrated circuits (ICs) (such, as for example, field-programmable
gate arrays (FPGAs) or application-specific ICs (ASICs)), hard disk
drives (HDDs), hybrid hard drives (HHDs), optical discs, optical
disc drives (ODDs), magneto-optical discs, magneto-optical drives,
floppy diskettes, floppy disk drives (FDDs), magnetic tapes,
solid-state drives (SSDs), RAM-drives, SECURE DIGITAL cards or
drives, any other suitable computer-readable non-transitory storage
media, or any suitable combination of two or more of these, where
appropriate. A computer-readable non-transitory storage medium may
be volatile, non-volatile, or a combination of volatile and
non-volatile, where appropriate.
[0317] Herein, "or" is inclusive and not exclusive, unless
expressly indicated otherwise or indicated otherwise by context.
Therefore, herein, "A or B" means "A, B, or both," unless expressly
indicated otherwise or indicated otherwise by context. Moreover,
"and" is both joint and several, unless expressly indicated
otherwise or indicated otherwise by context. Therefore, herein, "A
and B" means "A and B, jointly or severally," unless expressly
indicated otherwise or indicated otherwise by context.
[0318] The scope of this disclosure encompasses all changes,
substitutions, variations, alterations, and modifications to the
example embodiments described or illustrated herein that a person
having ordinary skill in the art would comprehend. The scope of
this disclosure is not limited to the example embodiments described
or illustrated herein. Moreover, although this disclosure describes
and illustrates respective embodiments herein as including
particular components, elements, feature, functions, operations, or
steps, any of these embodiments may include any combination or
permutation of any of the components, elements, features,
functions, operations, or steps described or illustrated anywhere
herein that a person having ordinary skill in the art would
comprehend. Furthermore, reference in the appended claims to an
apparatus or system or a component of an apparatus or system being
adapted to, arranged to, capable of, configured to, enabled to,
operable to, or operative to perform a particular function
encompasses that apparatus, system, component, whether or not it or
that particular function is activated, turned on, or unlocked, as
long as that apparatus, system, or component is so adapted,
arranged, capable, configured, enabled, operable, or operative.
Additionally, although this disclosure describes or illustrates
particular embodiments as providing particular advantages,
particular embodiments may provide none, some, or all of these
advantages.
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