IP Library Patent Application 10710628
Patent Application
App. No. 10/710,628

METHOD AND APPARATUS FOR CONTROLLING A THREE-DIMENSIONAL CHARACTER IN A THREE-DIMENSIONAL GAMING ENVIRONMENT

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Quick Facts
Patent No.
US None
App. No.
10/710,628
Abstract

A method for allowing a player of a video game to control a three-dimensional game character in a three-dimensional game world includes the steps of acquiring video image data of a player of a game, analyzing the acquired video image data to identify the location or movement of a portion of the player's body; and using the identified location of the portion of the player's body to control behavior of a game character.

Claims (96)

1 . A method for allowing a player of a video game to control a three-dimensional game character in a three-dimensional game world, the method comprising the steps of:

acquiring video image data of a player of a game;

analyzing the acquired video image data to identify the location of a portion of the player's body; and

using the identified location of the portion of the player's body to control behavior of a game character.

2 . The method of claim 1 wherein step (b) further comprises identifying the location of the player's head.

3 . The method of claim 2 wherein step (b) further comprises identifying the location of the player's hands.

4 . The method of claim 2 wherein step (b) further comprises identifying the location of the player's feet.

5 . The method of claim 2 wherein step (b) further comprises identifying the location of the player's torso.

6 . The method of claim 2 wherein step (b) further comprises identifying the location of the player's legs.

7 . The method of claim 2 wherein step (b) further comprises identifying the location of the player's arms.

8 . The method of claim 2 wherein step (c) comprises steering a game character in a rightward direction when the player's head leans to the right.

9 . The method of claim 2 wherein step (c) comprises steering a game character in a leftward direction when the player's head leans to the left.

10 . The method of claim 2 wherein step (c) comprises steering a game character in an upward direction when the player's head is raised.

11 . The method of claim 2 wherein step (c) comprises steering a game character in a upward direction when the player's head is lowered.

12 . The method of claim 2 wherein step (c) comprises steering a game character in an downward direction when the player's head is raised.

13 . The method of claim 2 wherein step (c) comprises steering a game character in a downward direction when the player's head is lowered.

14 . The method of claim 2 wherein step (c) comprises causing a game character to crouch when the player's head is lowered.

15 . The method of claim 2 wherein step (c) comprises causing a game character to assume an erect position when the player's head is raised.

16 . The method of claim 2 wherein step (c) comprises causing a game character to jump when the player's head rises rapidly.

17 . The method of claim 2 wherein step (c) comprises leaning a game character to the left when the player's head leans to the left.

18 . The method of claim 2 wherein step (c) comprises leaning a game character to the right when the player's head leans to the right.

19 . The method of claim 2 wherein step (c) comprises accelerating a game character when the player's head is lowered.

20 . The method of claim 2 wherein step (c) comprises decelerating a game character when the player's head is raised.

21 . The method of claim 1 wherein step (b) further comprises identifying the location of the player's hands.

22 . The method of claim 21 wherein step (b) further comprises identifying the location of the player's feet.

23 . The method of claim 21 wherein step (b) further comprises identifying the location of the player's torso.

24 . The method of claim 21 wherein step (b) further comprises identifying the location of the player's legs.

25 . The method of claim 21 wherein step (b) further comprises identifying the location of the player's arms.

26 . The method of claim 21 wherein step (c) comprises decelerating a game character when the player's hands are held away from the player's body.

27 . The method of claim 21 wherein step (c) comprises raising a game character's left hand when the player's left hand is raised.

28 . The method of claim 21 wherein step (c) comprises raising a game character's right hand when the player's right hand is raised.

29 . The method of claim 21 wherein step (c) comprises accelerating a game character when the distance between the game player's body and hand decreases.

30 . The method of claim 21 wherein step (c) comprises decelerating a game character when the distance between the game player's body and hand increases.

31 . The method of claim 21 wherein step (c) comprises turning a game character to the left when the distance between the player's left hand and body increases.

32 . The method of claim 21 wherein step (c) comprises turning a game character to the right when the distance between the player's right hand and body increases.

33 . The method of claim 1 wherein step (b) further comprises identifying the location of the player's feet.

34 . The method of claim 33 wherein step (b) further comprises identifying the location of the player's torso.

35 . The method of claim 33 wherein step (b) further comprises identifying the location of the player's legs.

36 . The method of claim 33 wherein step (b) further comprises identifying the location of the player's arms.

37 . The method of claim 1 wherein step (b) further comprises identifying the location of the player's torso.

38 . The method of claim 37 wherein step (b) further comprises identifying the location of the player's legs.

39 . The method of claim 37 wherein step (b) further comprises identifying the location of the player's arms.

40 . The method of claim 1 wherein step (b) further comprises identifying the location of the player's legs.

41 . The method of claim 40 wherein step (b) further comprises identifying the location of the player's arms.

42 . The method of claim 1 further comprising the step of analyzing the acquired video image data to determine a gesture made by the player.

43 . The method of claim 42 further comprising the step of controlling the game character responsive to the determined gesture.

44 . The method of claim 42 further comprising the step of spinning the game character clockwise in response to the gesture.

45 . The method of claim 42 further comprising the step of spinning the game character counter-clockwise in response to the gesture.

46 . A system for allowing a player of a video game to control a three-dimensional game character in a three-dimensional game world, the system comprising:

an image acquisition subsystem acquiring video image data of a player of a game;

an analysis engine identifying the location of a portion of the player's body; and

a translation engine using the identified location of the portion of the player's body to control behavior of a game character.

47 . The system of claim 46 wherein said analysis engine identifies the location of the player's head.

48 . The system of claim 47 wherein said analysis engine identifies the location of the player's hands.

49 . The system of claim 47 wherein said analysis engine identifies the location of the player's feet.

50 . The system of claim 47 wherein said analysis engine identifies the location of the player's torso.

51 . The system of claim 47 wherein said analysis engine identifies the location of the player's legs.

52 . The system of claim 47 wherein said analysis engine identifies the location of the player's arms.

53 . The system of claim 47 wherein said translation engine outputs signals indicative of steering a game character in a rightward direction when the player's head leans to the right.

54 . The system of claim 47 wherein said translation engine outputs signals indicative of steering a game character in a leftward direction when the player's head leans to the left.

55 . The system of claim 47 wherein said translation engine outputs signals indicative of steering a game character in an upward direction when the player's head is raised.

56 . The system of claim 47 wherein said translation engine outputs signals indicative of steering a game character in a upward direction when the player's head is lowered.

57 . The system of claim 47 wherein said translation engine outputs signals indicative of steering a game character in an downward direction when the player's head is raised.

58 . The system of claim 47 wherein said translation engine outputs signals indicative of steering a game character in a downward direction when the player's head is lowered.

59 . The system of claim 47 wherein said translation engine outputs signals indicative of causing a game character to crouch when the player's head is lowered.

60 . The system of claim 47 wherein said translation engine outputs signals indicative of causing a game character to assume an erect position when the player's head is raised.

61 . The system of claim 47 wherein said translation engine outputs signals indicative of causing a game character to jump when the player's head rises rapidly.

62 . The system of claim 47 wherein said translation engine outputs signals indicative of leaning a game character to the left when the player's head leans to the left.

63 . The system of claim 47 wherein said translation engine outputs signals indicative of leaning a game character to the right when the player's head leans to the right.

64 . The system of claim 47 wherein said translation engine outputs signals indicative of accelerating a game character when the player's head is lowered.

65 . The system of claim 47 wherein said translation engine outputs signals indicative of decelerating a game character when the player's head is raised.

66 . The system of claim 46 wherein said analysis engine identifies the location of the player's hands.

67 . The system of claim 66 wherein said analysis engine identifies the location of the player's feet.

68 . The system of claim 66 wherein said analysis engine identifies the location of the player's torso.

69 . The system of claim 66 wherein said analysis engine identifies the location of the player's legs.

70 . The system of claim 66 wherein said analysis engine identifies the location of the player's arms.

71 . The system of claim 66 wherein said translation engine outputs signals indicative of decelerating a game character when the player's hands are held away from the player's body.

72 . The system of claim 66 wherein said translation engine outputs signals indicative of raising a game character's left hand when the player's left hand is raised.

73 . The system of claim 66 wherein said translation engine outputs signals indicative of raising a game character's right hand when the player's right hand is raised.

74 . The system of claim 66 wherein said translation engine outputs signals indicative of accelerating a game character when the distance between the game player's body and hand decreases.

75 . The system of claim 66 wherein said translation engine outputs signals indicative of decelerating a game character when the distance between the game player's body and hand increases.

76 . The system of claim 66 wherein said translation engine outputs signals indicative of turning a game character to the left when the distance between the player's left hand and body increases.

77 . The system of claim 66 wherein said translation engine outputs signals indicative of turning a game character to the right when the distance between the player's right hand and body increases.

78 . The system of claim 46 wherein said analysis engine identifies the location of the player's feet.

79 . The system of claim 78 wherein said analysis engine identifies the location of the player's torso.

80 . The system of claim 78 wherein said analysis engine identifies the location of the player's arms.

81 . The system of claim 78 wherein said analysis engine identifies the location of the player's legs.

82 . The system of claim 46 wherein said analysis engine identifies the location of the player's torso.

83 . The system of claim 82 wherein said analysis engine identifies the location of the player's arms.

84 . The system of claim 82 wherein said analysis engine identifies the location of the player's legs.

85 . The system of claim 46 wherein said analysis engine identifies the location of the player's arms.

86 . The system of claim 46 wherein said analysis engine identifies the location of the player's legs.

87 . The system of claim 46 wherein said analysis engine determines a gesture made by the player.

88 . The system of claim 87 wherein said translation engine outputs signals indicative for controlling the game character responsive to the determined gesture.

89 . The system of claim 87 wherein said translation engine outputs signals indicative of spinning the game character clockwise in response to the gesture.

90 . The system of claim 87 wherein said translation engine outputs signals indicative of spinning the game character counter-clockwise in response to the gesture.

Assignments (5)
RELEASE OF SECURITY INTEREST Recorded Oct 13, 2021
From: COLBECK PARTNERS II, LLC, AS ADMINISTRATIVE AGENT
To: HARMONIX MUSIC SYSTEMS, INC.; HARMONIX PROMOTIONS & EVENTS INC.; HARMONIX MARKETING INC.
Reel/Frame 057984/0087 →
CHANGE OF NAME Recorded May 5, 2016
From: SONY COMPUTER ENTERTAINMENT AMERICA LLC
To: SONY INTERACTIVE ENTERTAINMENT AMERICA LLC
Reel/Frame 038626/0637 →
SECURITY AGREEMENT Recorded Jan 11, 2011
From: HARMONIX MUSIC SYSTEMS, INC.; HARMONIX PROMOTIONS & EVENTS INC.; HARMONIX MARKETING INC.
To: COLBECK PARTNERS II, LLC, AS ADMINISTRATIVE AGENT
Reel/Frame 025764/0656 →
ASSIGNMENT OF ASSIGNOR'S INTEREST Recorded May 26, 2006
From: HARMONIX MUSIC SYSTEMS, INC.
To: SONY COMPUTER ENTERTAINMENT AMERICA INC.
Reel/Frame 017684/0220 →
ASSIGNMENT OF ASSIGNOR'S INTEREST Recorded Jul 26, 2004
From: RIGOPULOS, ALEXANDER P.; EGOZY, ERAN B.; SCHMIDT, DAN; METOIS, ERIC; LOPICCOLO, GREG
To: HARMONIX MUSIC SYSTEMS, INC.
Reel/Frame 014895/0525 →