METHODS OF GENERATING GAMING CHARACTERS USING PHYSIOLOGICAL AND/OR ENVIRONMENTAL INFORMATION
A method of generating a character for use within a game includes collecting physiological information from a subject over a period of time via a monitor worn by the subject, collecting environmental information from a vicinity of the subject over the period of time via the monitor, generating a health assessment of the subject based on the physiological and environmental information, and creating a gaming character for the subject using the physiological information, the environmental information, and the health assessment. The physiological information includes at least one of breathing rate, muscle tension, neurological activity, brain wave intensity and activity, core body temperature, pulse rate, and blood pressure. The environmental information includes at least one of light intensity, light color, external sounds, ambient temperature, and geographical location. The character information is updated in response to changes in subject health and/or in response to environmental changes in the vicinity of the subject.
1 . A method of generating a character for use within a game, the method comprising:
collecting physiological information from a subject over a period of time via a monitor worn by the subject, wherein the physiological information includes one or more of the following: breathing rate, muscle tension, neurological activity, brain wave intensity and activity, core body temperature, pulse rate, and blood pressure;
generating a health assessment of the subject based on the physiological information;
creating a gaming character for the subject using the physiological information and the health assessment; and
updating character information in response to changes in health of the subject.
2 . The method of claim 1 , wherein the monitor includes a processor, and wherein generating the health assessment is performed via the processor.
3 . The method of claim 1 , wherein generating the health assessment is performed via a processor in telemetric communication with the monitor.
4 . The method of claim 1 , wherein the monitor includes a microphone and a processor, and wherein generating the health assessment comprises analyzing, via the processor, a voice of the subject detected by the microphone, and wherein analyzing the voice comprises, detecting a change in one or more of the following: voice tone, voice pitch, and voice volume.
5 . The method of claim 4 , wherein the monitor is an audio headset.
6 . The method of claim 1 , wherein the monitor includes a microphone, and wherein generating the health assessment comprises analyzing, via a processor in telemetric communication with the monitor, a voice of the subject, and wherein analyzing the voice comprises detecting a change in one or more of the following: voice tone, voice pitch, and voice volume.
7 . The method of claim 6 , wherein the monitor is an audio headset.
8 . The method of claim 1 , wherein the monitor is a headset, and further comprising presenting gaming character information to the subject via an audio or visual display of the headset.
9 . A method of generating a character for use within a game, the method comprising:
collecting physiological information from a subject over a period of time via a monitor worn by the subject, wherein the physiological information includes one or more of the following: breathing rate, muscle tension, neurological activity, brain wave intensity and activity, core body temperature, pulse rate, and blood pressure;
collecting environmental information from a vicinity of the subject over the period of time via the monitor, wherein the environmental information includes one or more of the following: light intensity, light color, external sounds, ambient temperature, and geographical location;
generating a health assessment of the subject based on the physiological and environmental information;
creating a gaming character for the subject using the physiological information, the environmental information, and the health assessment; and
updating character information in response to changes in health of the subject and/or in response to environmental changes in the vicinity of the subject.
10 . The method of claim 9 , wherein the monitor includes a processor, and wherein generating the health assessment is performed via the processor.
11 . The method of claim 9 , wherein generating the health assessment is performed via a processor in telemetric communication with the monitor.
12 . The method of claim 9 , wherein the monitor includes a microphone and a processor, and wherein generating the health assessment comprises analyzing, via the processor, a voice of the subject detected by the microphone, and wherein analyzing the voice comprises detecting a change in one or more of the following: voice tone, voice pitch, and voice volume.
13 . The method of claim 12 , wherein the monitor is an audio headset.
14 . The method of claim 9 , wherein the monitor includes a microphone, and wherein generating the health assessment comprises analyzing, via a processor in telemetric communication with the monitor, a voice of the subject, and wherein analyzing the voice comprises detecting a change in one or more of the following: voice tone, voice pitch, and voice volume.
15 . The method of claim 7 , wherein the monitor is an audio headset.
16 . The method of claim 9 , wherein the monitor is a headset, and further comprising presenting gaming character information to the subject via an audio or visual display of the headset.
17 . A method of generating a plurality of characters for use within a game, the method comprising:
collecting physiological information from each of a plurality of subjects over a period of time via a monitor worn by each of the subjects, wherein the physiological information includes one or more of the following: breathing rate, muscle tension, neurological activity, brain wave intensity and activity, core body temperature, pulse rate, and blood pressure;
generating a health assessment of each subject based on the physiological information collected for each respective subject;
creating a gaming character for each subject using the physiological information collected for each respective subject and the health assessment for each respective subject; and
updating character information for at least one of the characters in response to changes in health of the at least one of the subjects.
18 . The method of claim 17 , wherein generating a health assessment of each subject is performed via a processor included within a monitor worn by the respective subject or via a processor in telemetric communication with a monitor worn by the respective subject.
19 . The method of claim 17 , wherein each monitor includes a microphone, wherein generating a health assessment of each subject comprises analyzing, via a processor, a voice of each subject detected by a respective microphone, and wherein analyzing the voice comprises detecting a change in one or more of the following: voice tone, voice pitch, and voice volume.
20 . The method of claim 17 , wherein at least one of the monitors is an audio headset.
21 . The method of claim 17 , wherein at least one of the monitors is a headset, and further comprising presenting gaming character information to a respective subject via an audio or visual display of the headset.
22 . A method of generating a plurality of characters for use within a game, the method comprising:
collecting physiological information from each of a plurality of subjects over a period of time via a monitor worn by, each of the subjects, wherein the physiological information includes one or more of the following: breathing rate, muscle tension, neurological activity, brain wave intensity and activity, core body temperature, pulse rate, and blood pressure;
collecting environmental information from a vicinity of each of the subjects over the period of time via the monitor, wherein the environmental information includes one or more of the following: light intensity, light color, external sounds, ambient temperature, and geographical location;
generating a health assessment of each subject based on the physiological and environmental information collected for each respective subject;
creating a gaming character for each subject using the physiological information, the environmental information, and the health assessment for each respective subject; and
updating character information for at least one of the characters in response to changes in health of the at least one of the subjects and/or in response to environmental changes in the vicinity of the at least one of the subjects.
23 . The method of claim 22 , wherein generating a health assessment of each subject is performed via a processor included within a monitor worn by the respective subject or via a processor in telemetric communication with a monitor worn by the respective subject.
24 . The method of claim 22 , wherein each monitor includes a microphone, wherein generating a health assessment of each subject comprises analyzing, via a processor, a voice of each subject detected by a respective microphone, and wherein analyzing the voice comprises detecting a change in one or more of the following: voice tone, voice pitch, and voice volume.
25 . The method of claim 22 , wherein at least one of the monitors is an audio headset.
26 . The method of claim 22 , wherein at least one of the monitors is a headset, and further comprising presenting gaming character information to a respective subject via an audio or visual display of the headset.