WO2010129150A2 - Base station for position location - Google Patents

Base station for position location Download PDF

Info

Publication number
WO2010129150A2
WO2010129150A2 PCT/US2010/031123 US2010031123W WO2010129150A2 WO 2010129150 A2 WO2010129150 A2 WO 2010129150A2 US 2010031123 W US2010031123 W US 2010031123W WO 2010129150 A2 WO2010129150 A2 WO 2010129150A2
Authority
WO
WIPO (PCT)
Prior art keywords
base station
controller
game
data
light
Prior art date
Application number
PCT/US2010/031123
Other languages
French (fr)
Other versions
WO2010129150A3 (en
Inventor
Ennin Huang
Gary M. Zalewski
Original Assignee
Sony Computer Entertainment America Llc
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Family has litigation
First worldwide family litigation filed litigation Critical https://patents.darts-ip.com/?family=42237254&utm_source=google_patent&utm_medium=platform_link&utm_campaign=public_patent_search&patent=WO2010129150(A2) "Global patent litigation dataset” by Darts-ip is licensed under a Creative Commons Attribution 4.0 International License.
Application filed by Sony Computer Entertainment America Llc filed Critical Sony Computer Entertainment America Llc
Priority to BRPI1007746-4A priority Critical patent/BRPI1007746B1/en
Publication of WO2010129150A2 publication Critical patent/WO2010129150A2/en
Publication of WO2010129150A3 publication Critical patent/WO2010129150A3/en

Links

Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/20Input arrangements for video game devices
    • A63F13/21Input arrangements for video game devices characterised by their sensors, purposes or types
    • A63F13/211Input arrangements for video game devices characterised by their sensors, purposes or types using inertial sensors, e.g. accelerometers or gyroscopes
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/20Input arrangements for video game devices
    • A63F13/21Input arrangements for video game devices characterised by their sensors, purposes or types
    • A63F13/213Input arrangements for video game devices characterised by their sensors, purposes or types comprising photodetecting means, e.g. cameras, photodiodes or infrared cells
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/20Input arrangements for video game devices
    • A63F13/22Setup operations, e.g. calibration, key configuration or button assignment
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/20Input arrangements for video game devices
    • A63F13/23Input arrangements for video game devices for interfacing with the game device, e.g. specific interfaces between game controller and console
    • A63F13/235Input arrangements for video game devices for interfacing with the game device, e.g. specific interfaces between game controller and console using a wireless connection, e.g. infrared or piconet
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/20Input arrangements for video game devices
    • A63F13/24Constructional details thereof, e.g. game controllers with detachable joystick handles
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/25Output arrangements for video game devices
    • A63F13/28Output arrangements for video game devices responding to control signals received from the game device for affecting ambient conditions, e.g. for vibrating players' seats, activating scent dispensers or affecting temperature or light
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/33Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections
    • A63F13/335Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections using Internet
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/35Details of game servers
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/54Controlling the output signals based on the game progress involving acoustic signals, e.g. for simulating revolutions per minute [RPM] dependent engine sounds in a driving game or reverberation against a virtual wall
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/843Special adaptations for executing a specific game genre or game mode involving concurrently two or more players on the same game device, e.g. requiring the use of a plurality of controllers or of a specific view of game data for each player
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/20Input arrangements for video game devices
    • A63F13/21Input arrangements for video game devices characterised by their sensors, purposes or types
    • A63F13/215Input arrangements for video game devices characterised by their sensors, purposes or types comprising means for detecting acoustic signals, e.g. using a microphone
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/25Output arrangements for video game devices
    • A63F13/26Output arrangements for video game devices having at least one additional display device, e.g. on the game controller or outside a game booth
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/10Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals
    • A63F2300/1018Calibration; Key and button assignment
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/10Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals
    • A63F2300/1025Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals details of the interface with the game device, e.g. USB version detection
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/10Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals
    • A63F2300/1025Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals details of the interface with the game device, e.g. USB version detection
    • A63F2300/1031Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals details of the interface with the game device, e.g. USB version detection using a wireless connection, e.g. Bluetooth, infrared connections
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/10Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals
    • A63F2300/1043Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals being characterized by constructional details
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/10Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals
    • A63F2300/105Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals using inertial sensors, e.g. accelerometers, gyroscopes
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/10Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals
    • A63F2300/1081Input via voice recognition
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/10Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals
    • A63F2300/1087Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals comprising photodetecting means, e.g. a camera
    • A63F2300/1093Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals comprising photodetecting means, e.g. a camera using visible light
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/30Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/30Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device
    • A63F2300/301Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device using an additional display connected to the game console, e.g. on the controller
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/30Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device
    • A63F2300/302Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device specially adapted for receiving control signals not targeted to a display device or game input means, e.g. vibrating driver's seat, scent dispenser
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/40Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of platform network
    • A63F2300/407Data transfer via internet
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/6063Methods for processing data by generating or executing the game program for sound processing
    • A63F2300/6081Methods for processing data by generating or executing the game program for sound processing generating an output signal, e.g. under timing constraints, for spatialization
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/8088Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game involving concurrently several players in a non-networked game, e.g. on the same game console

Definitions

  • Example gaming platforms may be the Sony Playstation®, Sony Playstation2® (PS2), and Sony Playstation3® (PS 3), each of which is sold in the form of a game console.
  • the game console is designed to connect to a monitor (usually a television) and enable user interaction through handheld controllers.
  • the game console is designed with specialized processing hardware, including a CPU, a graphics synthesizer for processing intensive graphics operations, a vector unit for performing geometry transformations, and other glue hardware, firmware, and software.
  • the game console is further designed with an optical disc tray for receiving game compact discs for local play through the game console. Online gaming is also possible, where a user can interactively play against or with other users over the Internet. As game complexity continues to intrigue players, game and hardware manufacturers have continued to innovate to enable additional interactivity and computer programs.
  • gesture input refers to having an electronic device such as a computing system, video game console, smart appliance, etc., react to some gesture captured by a video camera that tracks an object.
  • placement of the video camera and other electronic devices to track user input can be difficult. With larger televisions and monitors, users are required to stand further away from the television to take in the entire picture. As consoles are generally located close to the television, this can lead to decreased sensor performance. Similarly, video cameras for tracking and depth sensing can have decreased performance as users move further from the camera.
  • the present invention provides communications and feedback to control a video game based on movement of a controller relative to a base station.
  • the base station is configured to establish a reference plane that assists in determining relative movement of the controllers.
  • the base station also allows visual and audible feedback to be supplied to users.
  • a system to interface with a game console to control a video game is disclosed.
  • the system includes a game console and a base station that is interfaced with the game console.
  • the base station has processing circuitry that is configured to send and receive data between the base station and the game console.
  • the base station is also configured to process position data.
  • the system also includes a controller that is interfaced with the base station.
  • the controller has hardware to process movement data of the controller and communicate the movement data to the base station.
  • the base station processes the position data of the controller, and relays the position data from the base station to the game console to determine a relative position of the controller to the base station. Wherein changes in the relative position of the controller facilitate interactive control with the video game.
  • a system to determine position of a controller relative to a base station during game play is disclosed.
  • the system includes a game console for facilitating the game play and a controller having controller hardware.
  • the controller hardware includes motion sensing devices and a radio to send motion data from the motion sensing devices.
  • the system further includes a base station that is in communication with the controller and the game console.
  • the base station has a radio to receive the motion data from the motion sensing devices, and also has circuitry to define a reference plane.
  • the circuitry includes a light emitter that projects a reference line that visually extends from and away from the base station.
  • the reference line is representative of the reference plane and the base station has adjustable features that allow the reference line to be approximately leveled relative to a supporting surface.
  • the reference plane is used to determine the position of the controller relative to the base station.
  • communication is established between a controller and the base station to transmit motion detection data from the controller to the base station.
  • the method further includes an operation that determines a first position of the controller relative to the base station using the reference plane and a first sample of the motion detection data.
  • a second position of the controller relative to the base station is determined using a second sample of the motion detection data. The method continues with the video game being controlled based on changes between the first position and the second position.
  • Figure IA is an exemplary illustration of a scene that includes a base station, a user manipulating a controller along with a game console and a monitor, in accordance with one embodiment of the present invention.
  • Figure IB is an exemplary simplified illustration of a controller, in accordance with one embodiment of the present invention.
  • Figure 2A and Figure 2B are examples of a base station, in accordance with embodiments of the present invention.
  • FIG. 2C is an exemplary illustration of base station hardware, in accordance with one embodiment of the present invention.
  • Figure 3A and Figure 3B illustrate exemplary calibration techniques for the base station, in accordance with one embodiment of the present invention.
  • Figures 4A - 4C illustrate multiple users interacting with the base station, in accordance with one embodiment of the present invention.
  • Figures 5A - 5C illustrate how changes in position of user from Figure 4A are reflected by the base station, in accordance with one embodiment of the present invention.
  • FIGS. 6A and 6B illustrate more users interacting with the base station, in accordance with one embodiment of the present invention.
  • Figure 7 is an exemplary flow chart illustrating operations to use a base station, in accordance with one embodiment of the present invention.
  • Figure 8 schematically illustrates the overall system architecture of the Sony® Playstation 3® entertainment device, a game console capable of supporting multiple controllers in accordance with one embodiment of the present invention.
  • Figure 9 is a schematic of the Cell processor in accordance with one embodiment of the present invention.
  • Figure 10 is an exemplary illustration of scene A through scene E with respective user A through user E interacting with game clients that are connected to server processing via the internet, in accordance with one embodiment of the present invention.
  • An invention for using a base station to establish a reference plane to assist in determining relative movement of game console controllers.
  • Wireless game console controllers allow for user movement to be translated into game control, thereby increasing the realism of a video game.
  • Establishing a reference plane with a mobile base station allows users to move sensors close to the controllers for more accurate and precise control.
  • the base station allows for improved interactivity as the base station can provide sensory feedback to users.
  • FIG. IA is an exemplary illustration of a scene 100 that includes a base station 101, a user 104 manipulating a controller 102 along with a game console 108 and a monitor 106, in accordance with one embodiment of the present invention.
  • the monitor 106 displays video output from the game console 108.
  • the user 104 interacts with the game console 108 via video displayed on the monitor 106 using the controller 102 and the base station 101.
  • the monitor 106 is a television that is also capable of reproducing audio output from the game console 108.
  • audio output from the game console 108 is reproduced using multiple speakers to create an immersive multimedia experience.
  • the base station 101 provides communication between the game console 108 and the controller 102 with a zone of play 110.
  • the use of the base station defines a zone of play 110 away from the console 108.
  • Some of the advantages of establishing the zone of play 110 away from the console 108 include, but are not limited to bringing sensors within the base station 101 close to the user 104.
  • the base station provides a mobile platform for sensors that can transmit and send data to and from the controllers that can be moved throughout the scene 100.
  • the mobility of the base station allows sensors to be moved away from the console and closer to users and the associated controllers.
  • the closer proximity of the base station to the controllers allows for both improved detection of controller movement and increased interactivity.
  • the base station provides visual and audible feedback to the user 104 and also is used to determine the location of the controller 102 within the scene 100.
  • the controller 102 communicates with the base station 101 using a radio communication protocol such as, but not limited to Bluetooth or one of the protocols defined within the IEEE 802.11 specification.
  • a radio communication protocol such as, but not limited to Bluetooth or one of the protocols defined within the IEEE 802.11 specification.
  • communication between the base station 101 and the controller 102 is performed using infrared light or combinations of infrared light and radio communication protocols.
  • Figure IA shows just the single user 104 with the controller 102
  • the base station 101 is capable of receiving and processing user input from multiple controllers from multiple users.
  • the base station 101 can use similar wireless communication protocols to communicate with the game console 108. Additionally, in some embodiments, communication between the base station 101 and the game console 108 can be achieved using a wired connection.
  • user 104 input to the controller 102 is received by the base station 101.
  • Computer hardware within the base station processes the user input before the user input is relayed to the game console 108.
  • the base station 101 does not include computer hardware and the user input is relayed from the base station 101 to the game console 108.
  • the base station 101 includes computer hardware that performs some processing of user input before relaying the user input to the game console 108.
  • the base station 101 can track the controller 102 within the scene 100.
  • FIG. IB is an exemplary simplified illustration of a controller 102, in accordance with one embodiment of the present invention.
  • the controller 102 includes hardware 110 associated with the controller 102.
  • the hardware 110 allows movement of the controller within the scene to be detected.
  • hardware 110 allows translation of the controller 102 to be detected in directions 112, 114, and 116.
  • hardware 110 can also allow detection of roll, pitch and yaw of the controller 102.
  • the hardware 110 includes three gyroscopes, three accelerometers and three magnetometers.
  • the accelerometers provide the direction of gravity and that provides an absolute reference for pitch and roll.
  • the magnetometers provide an absolute reference for yaw.
  • the controller 102 also includes radio hardware to enable communications with the base station.
  • the radio hardware allows the controller 102 to be associated with the base station. In embodiments where multiple controllers are associated with the base station, the various controllers can use different radio frequencies to ensure reliable communication with the base station. Other techniques can be used to differentiate signals from multiple controllers to the base station and the specific example provided should not be construed as limiting.
  • the radio hardware also transmits data from the hardware 110 to the base station 101.
  • Figure 2 A and Figure 2B are examples of a base station 101, in accordance with embodiments of the present invention.
  • the base station 101 establishes a reference plane that assists in determining the relative location of controllers.
  • the use of a base station allows the reference plane to be more closely associated with the controllers thereby improving resolution of movement detection.
  • moving the base station away from the game console allows users to calibrate the base station. Something that may not be possible with the game console as game consoles are often stored on shelves or on racks of entertainment systems. Additionally, separating the base station from the game console provides another area where visual and audio feedback is available to the user.
  • the base station 101 is shown as a basic box with elements 200 at the corners.
  • the base station 101 is placed on the floor between the game console and the user.
  • the elements 200 are made from materials such as frosted or clear glass, or translucent plastics. This allows the elements 200, in conjunction with lights, to act as a light pipe or a light tube in order to provide visual feedback to users.
  • the elements 200 are small backlit LCD arrays to provide visual feedback.
  • the combination of lights and elements 200 provide visual feedback based on events happening during game play.
  • the elements 200 provide visual feedback based on positions of a user relative to the base station.
  • FIG. 2A should not be considered limiting as to the orientation or placement of elements 200.
  • elements 200 can form a ring around the base station.
  • elements 200 can be arranged in patterns or the entire sides of the base station 101 can be an element 200.
  • Figure 2B is another exemplary embodiment of the base station 101. This embodiment also includes element 200 to provide visual feedback to users.
  • Element 200 is included on a sphere 202 that is mounted on an arm 204 mounted to a base 206.
  • the embodiment illustrated in Figure 2B should not be construed as limiting and the sphere 202 can be replaced with other three dimensional shapes.
  • the arm 204 can telescope so the height of the sphere 202 above the base 206 can be adjusted.
  • the ability to adjust the height of the sphere 202 can assist in calibrating a reference plane.
  • the sphere 202 is mounted to the arm 204 on gimbals in order to allow a user to adjust the orientation of the sphere 202 on the end of the arm 204.
  • circuitry within the base station 101 can establish a reference plane based on data from hardware that can include, but is not limited to, accelerometers, gyroscopes and magnetometers. With a reference plane, movement of the controllers can be determined relative to the reference plane based on data measurements from the hardware associated with each controller. In other embodiments of the base station 101, user interaction can help establish the reference plane using the lighting.
  • the height and orientation of the sphere 202 can be used to establish a reference plane, that can be used to determine the relative location of the controllers associated with the base station.
  • the elements 200 can include a camera or cameras that capture images of a controller or controllers within a zone of play to assist in determining relative motion of the controller or the controllers.
  • the integration of a camera or cameras within the base station 101 is not restricted to being within the elements 200.
  • the base station 101 also includes base station hardware 208 that includes additional sensors and processors to effectuate operation of the base station.
  • FIG. 2C is an exemplary illustration of base station hardware 208, in accordance with one embodiment of the present invention.
  • the base station hardware 208 includes a battery 222, a position processor 210 that communicates with a radio 212, a sound processor 214, an image processor 216 and a light controller 218.
  • the battery 222 is optional and is used in wireless embodiments of the base station.
  • the base station is connected to the game console and can draw power directly from the game console.
  • the position processor 210 is a custom Application Specific Integrated Circuit (ASIC) while the sound processor 214 and image processor 218 are Digital Signal Processors (DSPs).
  • ASIC Application Specific Integrated Circuit
  • DSPs Digital Signal Processors
  • the radio 212 is connected to an antenna 220 and is responsible for sending and receiving data to and from the game console.
  • the radio 212 is also configured to send data to any associated controllers and receive data from any associated controllers.
  • the data that is received from the controllers includes data from the hardware.
  • the controller data is sent to the position processor 210 and is used to help determine the position of the controller relative to the base station.
  • the radio 212 can include radios that rely on different standards, such as, but not limited to Bluetooth or wi-fi.
  • the base station includes a speaker 224 and a microphone 222 that are connected to the sound processor.
  • the microphone 222 is representative of multiple microphones arranged in a microphone array.
  • the use of an array of directional microphones can be used to assist in enhancing game play.
  • Directional microphones combined with voice recognition software could enable users to issue vocal commands to control game play.
  • the speaker 224 can be representative of multiple speakers housed within the base station.
  • the speaker 224 enables the base station to provide audible feedback to users.
  • Audible feedback can be provided based on in-game events or can include game console notifications.
  • An example of in-game event audible feedback would be the sound of running water emanating from the base station as a player approaches an in game stream.
  • An example of a game console notification would be the base station emitting an audible tone or vocal instruction that the controller batteries need to be replaced.
  • the image processor 216 processes image data from cameras 226.
  • the cameras 226 In order to obtain image data from around the base station, multiple cameras can be mounted in various positions on the exterior of the base station.
  • the cameras 226 use wide- angle lenses to minimize the number of camera necessary to capture images within the zone of play.
  • the cameras 226 are depth cameras that capture depth data for objects within their field of view.
  • the depth data and image data are processed by the image processor 216 and, in some embodiments, the processed image data is supplied to the position processor 210 to help determine the position of controllers relative to the base station.
  • the light controller 218 receives data from the position processors 210 and provides visual feedback to users via light array 228 or light emitter 230.
  • the light array 228 is an array of Light Emitting Diodes (LEDs).
  • the light array 228 is a Liquid Crystal Display (LCD) or multiple LCDs.
  • the light array 228 is capable of providing visual user feedback based on in-game events.
  • An example of in-game visual feedback available using the light array 228 includes changing the color of the lights associated with a player.
  • the light array 228 can also be used to indicate the status of a user. In fighting games, the status can be represented using horizontal or vertical bars that decline as a player is struck. In racing games, the light array 228 can indicate the position of a user within a race.
  • the specific examples provided are intended to be exemplary, and should not be considered limiting.
  • the light array 228 can be configured to display a variety of game related data for any type of game.
  • the light array 228 can be used to convey game console status.
  • game console status could include a bar graph showing the performance of an Internet connection associated with the game console.
  • chat requests or email notifications can be displayed on the light array.
  • the light array 228 of the base station is a preferred location to display game console status information as it may not be relevant to the game on the main display. Furthermore, as the base station can be positioned closer to the users, the light array may be more visible to the user than a small display directly mounted to the game console.
  • the light array 228 is used to convey controller status.
  • controller status includes visual notification that the batteries in a controller need to be replaced.
  • controller status would be associating a color with a particular controller and moving the color on the light array 228 as the controller moves about the base station. For example, if two users are playing a game, the light controller can illuminate half of the light array 228 one color for the first user and a second color for the second user. Additionally, based on the data from the position processor, the half of the light array 228 illuminated for the first user can actually be the half on the side closest to the first user.
  • the light emitter 230 is used to assist in defining a reference plane.
  • the light emitter 230 is a laser that projects a visible reference line throughout the room. In order to prevent damage to the eyes of users, bystanders and pets, the light emitter 230 is a low power laser. As will be discussed below, with the base station projecting the visual reference line, users can calibrate and adjust the base station to level the reference plane.
  • FIG. 3A and Figure 3B illustrate exemplary calibration techniques for the base station 101, in accordance with one embodiment of the present invention.
  • the calibration technique that is described below is not restricted to embodiments of the base station 101 that include the sphere 202.
  • Other user effectuated calibration techniques can be applied to embodiments such as the one illustrated in Figure 2A.
  • the base station 101 is shown located on the floor of a room. In one embodiment, the base station is adjusted to a user-defined height using the telescoping feature of the arm.
  • the light elements within the base station 101 illuminate a reference plane 300 at a height 302.
  • the gimbals used to mount the sphere 202 to the arm 204 allows adjustments to me made to level the reference plane 300.
  • Figures 4A - 4C illustrate multiple users 400, 402 and 404 interacting with the base station 101, in accordance with one embodiment of the present invention.
  • Figure 4 A illustrates a scene 401 that includes users 400, 402 and 404 with respective controllers 102- 400, 102-404 and 102-404.
  • Figure 4B is a top view of the scene 401 showing the relative position of the users 400, 402 and 404 to the base station 101.
  • Figure 4B also illustrates that the controllers 102-400, 102-402, and 102-404 are in communication with the base station 101.
  • Each of the controllers 102-400, 102-404 and 102-404 have been paired with the base station 101 and the base station 101 is providing visual feedback to the users 400, 402 and 404.
  • Circuitry within the base station 101 identifies the relative locations of the controllers 102-400, 102-404 and 102-404. With the relative locations of the controllers 102-400, 102- 404 and 102-404 the user feedback lighting is illuminated to provide feedback to the users 400, 402 and 404.
  • FIGS 4A - 4C visual feedback 400a, 402a and 404a is illustrated with various hatching patterns.
  • different sections element 200 on the sphere 202 can be illuminated with various colored lights to indicate the relative position of the users 400, 402 and 404.
  • Figure 4C is a detail view of the sphere 202 to more clearly indicate areas of element 200 illuminated by visual feedback 400a, 402a and 404a.
  • Figures 4A-4C illustrate three users, however, the feedback lighting of the base station can be configured to provide visual feedback to fewer or more users.
  • Figures 5A - 5C illustrate how changes in position of user 400, 402, and 404 from Figure 4A are reflected by the base station 101, in accordance with one embodiment of the present invention.
  • user 404 has moved from the far left to the far right, while users 402 and 404 have shifted to the left.
  • visual feedback 400a, 402a, and 404a has accordingly shifted.
  • the visual feedback illustrated changes dynamically as the users move around the scene 401. Thus, if the user 404 took a route toward the monitor, the visual feedback would follow user 404 as she moved through the scene 401.
  • FIG. 6 A and 6B illustrate more users interacting with the base station 101, in accordance with one embodiment of the present invention. This embodiment illustrates that users and their respective controllers can be located between the base station 101 and the monitor 106. While a user standing between the base station 101 and the monitor 106 may not benefit from the visual feedback from the base station 101, the base station still provides the ability to utilize a reference plane in determining relative movement of the controllers.
  • Figure 7 is an exemplary flow chart illustrating operations to use a base station, in accordance with one embodiment of the present invention. In operation 700 communications between the base station and the game console are established.
  • communications are performed through a wired connection between the base station and the game console.
  • a wireless connection such as BlueTooth or wi-fi is used to facilitate communication between the base station and the game console.
  • Operation 702 checks to see if the base station has been calibrated, or that a reference plane has been established.
  • operation 704 initiates calibration of the base station.
  • optical calibration is used and operation 706 activates illumination of the reference plane from the base station.
  • Operation 708 accepts user input to the base station, in this embodiment, manipulation of the base station to level the illuminated reference plane. In other embodiments that do not use optical calibration, a user may be required to adjust mechanical elements of the base station to level the reference plane. Regardless of how the reference plane is leveled, when calibration of the base station is completed, operation 710 establishes communications with active controllers.
  • Operation 710 allows multiple users to associate their controllers with the base station. A variety of techniques can be used to associated and differentiate the controllers such as different radio frequencies or hardware embedded unique controller identifiers. As the active controllers are associated with the base station, data from the motion detecting hardware is sent from the controllers to the base station. Operation 712 utilizes the data from the controllers to determine the relative position of the controllers relative to the base station. As the relative position is determined, operation 714 provides sensory feedback indicative of the position of the controllers. [0052] Operation 716 periodically receives data from the motion sensors on the controllers while operation 718 determines movement of the controllers based on the received sensor data.
  • FIG. 8 schematically illustrates the overall system architecture of the Sony® Playstation 3® entertainment device, a game console capable of supporting multiple controllers in accordance with one embodiment of the present invention.
  • a system unit 900 is provided, with various peripheral devices connectable to the system unit 900.
  • the system unit 900 comprises: a Cell processor 928; a Rambus® dynamic random access memory (XDRAM) unit 926; a Reality Synthesizer graphics unit 930 with a dedicated video random access memory (VRAM) unit 932; and an I/O bridge 934.
  • XDRAM Rambus® dynamic random access memory
  • VRAM dedicated video random access memory
  • the system unit 900 also comprises a BIu Ray® Disk BD-ROM® optical disk reader 940 for reading from a disk 940a and a removable slot-in hard disk drive (HDD) 936, accessible through the I/O bridge 934.
  • the system unit 900 also comprises a memory card reader 938 for reading compact flash memory cards, Memory Stick® memory cards and the like, which is similarly accessible through the I/O bridge 934.
  • the VO bridge 934 also connects to six Universal Serial Bus (USB) 2.0 ports 924; a gigabit Ethernet port 922; an IEEE 802.11b/g wireless network (Wi-Fi) port 920; and a Bluetooth® wireless link port 918 capable of supporting of up to seven Bluetooth connections.
  • USB Universal Serial Bus
  • the I/O bridge 934 handles all wireless, USB and Ethernet data, including data from one or more game controllers 903. For example when a user is playing a game, the I/O bridge 934 receives data from the game controller 902 via a Bluetooth link and directs it to the Cell processor 928, which updates the current state of the game accordingly.
  • the wireless, USB and Ethernet ports also provide connectivity for other peripheral devices in addition to game controllers 902, such as: a remote control 904; a keyboard 906; a mouse 908; a portable entertainment device 910 such as a Sony Playstation Portable® entertainment device; a video camera such as an EyeToy® video camera 912; and a microphone headset 914.
  • Such peripheral devices may therefore in principle be connected to the system unit 900 wirelessly; for example the portable entertainment device 910 may communicate via a Wi-Fi ad-hoc connection, whilst the microphone headset 914 may communicate via a Bluetooth link.
  • Playstation 3 device is also potentially compatible with other peripheral devices such as digital video recorders (DVRs), set-top boxes, digital cameras, portable media players, Voice over IP telephones, mobile telephones, printers and scanners.
  • DVRs digital video recorders
  • set-top boxes digital cameras
  • portable media players Portable media players
  • Voice over IP telephones mobile telephones, printers and scanners.
  • a legacy memory card reader 916 may be connected to the system unit via a USB port 924, enabling the reading of memory cards 948 of the kind used by the Playstation® or Playstation 2® devices.
  • the game controller 902 is operable to communicate wirelessly with the system unit 900 via the Bluetooth link.
  • the game controller 902 can instead be connected to a USB port, thereby also providing power by which to charge the battery of the game controller 902.
  • the game controller is sensitive to motion in six degrees of freedom, corresponding to translation and rotation in each axis.
  • gestures and movements by the user of the game controller may be translated as inputs to a game in addition to or instead of conventional button or joystick commands.
  • other wirelessly enabled peripheral devices such as the Playstation Portable device may be used as a controller.
  • additional game or control information (for example, control instructions or number of lives) may be provided on the screen of the device.
  • Other alternative or supplementary control devices may also be used, such as a dance mat (not shown), a light gun (not shown), a steering wheel and pedals (not shown) or bespoke controllers, such as a single or several large buttons for a rapid-response quiz game (also not shown).
  • the remote control 904 is also operable to communicate wirelessly with the system unit 900 via a Bluetooth link.
  • the remote control 904 comprises controls suitable for the operation of the BIu Ray Disk BD-ROM reader 940 and for the navigation of disk content.
  • the BIu Ray Disk BD-ROM reader 940 is operable to read CD-ROMs compatible with the Playstation and PlayStation 2 devices, in addition to conventional pre-recorded and recordable CDs, and so-called Super Audio CDs.
  • the reader 940 is also operable to read DVD-ROMs compatible with the Playstation 2 and PlayStation 3 devices, in addition to conventional pre-recorded and recordable DVDs.
  • the reader 940 is further operable to read BD-ROMs compatible with the Playstation 3 device, as well as conventional pre-recorded and recordable Blu-Ray Disks.
  • the system unit 900 is operable to supply audio and video, either generated or decoded by the Playstation 3 device via the Reality Synthesizer graphics unit 930, through audio and video connectors to a display and sound output device 942 such as a monitor or television set having a display 944 and one or more loudspeakers 946.
  • the audio connectors 950 may include conventional analogue and digital outputs whilst the video connectors 952 may variously include component video, S-video, composite video and one or more High Definition Multimedia Interface (HDMI) outputs. Consequently, video output may be in formats such as PAL or NTSC, or in 72Op, 1080i or 1080p high definition.
  • Audio processing is performed by the Cell processor 928.
  • the Playstation 3 device's operating system supports Dolby® 5.1 surround sound, Dolby® Theatre Surround (DTS), and the decoding of 7.1 surround sound from Blu-Ray® disks.
  • the video camera 912 comprises a single charge coupled device (CCD), an LED indicator, and hardware-based real-time data compression and encoding apparatus so that compressed video data may be transmitted in an appropriate format such as an intra-image based MPEG (motion picture expert group) standard for decoding by the system unit 900.
  • the camera LED indicator is arranged to illuminate in response to appropriate control data from the system unit 900, for example to signify adverse lighting conditions.
  • Embodiments of the video camera 912 may variously connect to the system unit 900 via a USB, Bluetooth or Wi-Fi communication port.
  • Embodiments of the video camera may include one or more associated microphones and also be capable of transmitting audio data.
  • the CCD may have a resolution suitable for high-definition video capture. In use, images captured by the video camera may for example be incorporated within a game or interpreted as game control inputs.
  • a peripheral device such as a video camera or remote control via one of the communication ports of the system unit 900
  • an appropriate piece of software such as a device driver should be provided.
  • Device driver technology is well-known and will not be described in detail here, except to say that the skilled man will be aware that a device driver or similar software interface may be required in the present embodiment described.
  • FIG. 9 is a schematic of the Cell processor 928 in accordance with one embodiment of the present invention.
  • the Cell processors 928 has an architecture comprising four basic components: external input and output structures comprising a memory controller 1060 and a dual bus interface controller 1070A,B; a main processor referred to as the Power Processing Element 1050; eight co-processors referred to as Synergistic Processing Elements (SPEs) 1010A-H; and a circular data bus connecting the above components referred to as the Element Interconnect Bus 1080.
  • the total floating point performance of the Cell processor is 218 GFLOPS, compared with the 6.2 GFLOPs of the Playstation 2 device's Emotion Engine.
  • the Power Processing Element (PPE) 1050 is based upon a two-way simultaneous multithreading Power 970 compliant PowerPC core (PPU) 1055 running with an internal clock of 3.2 GHz. It comprises a 512 kB level 2 (L2) cache and a 32 kB level 1 (Ll) cache.
  • the PPE 1050 is capable of eight single position operations per clock cycle, translating to 25.6 GFLOPs at 3.2 GHz.
  • the primary role of the PPE 1050 is to act as a controller for the Synergistic Processing Elements 1010A-H, which handle most of the computational workload. In operation the PPE 1050 maintains a job queue, scheduling jobs for the Synergistic Processing Elements 1010A-H and monitoring their progress. Consequently each Synergistic Processing Element 1010A-H runs a kernel whose role is to fetch a job, execute it and synchronizes with the PPE 1050.
  • Each Synergistic Processing Element (SPE) 1010A-H comprises a respective Synergistic Processing Unit (SPU) 1020A-H, and a respective Memory Flow Controller (MFC) 1040A-H comprising in turn a respective Dynamic Memory Access Controller (DMAC) 1042A-H, a respective Memory Management Unit (MMU) 1044A-H and a bus interface (not shown).
  • SPU 1020A-H is a RISC processor clocked at 3.2 GHz and comprising 256 kB local RAM 1030A-H, expandable in principle to 4 GB.
  • Each SPE gives a theoretical 25.6 GFLOPS of single precision performance.
  • An SPU can operate on 4 single precision floating point members, 4 32-bit numbers, 8 16-bit integers, or 16 8-bit integers in a single clock cycle. In the same clock cycle it can also perform a memory operation.
  • the SPU 1020A-H does not directly access the system memory XDRAM 926; the 64-bit addresses formed by the SPU 1020A-H are passed to the MFC 1040A-H which instructs its DMA controller 1042A-H to access memory via the Element Interconnect Bus 1080 and the memory controller 1060.
  • the Element Interconnect Bus (EIB) 1080 is a logically circular communication bus internal to the Cell processor 928 which connects the above processor elements, namely the PPE 1050, the memory controller 1060, the dual bus interface 1070A,B and the 8 SPEs 1010A-H, totaling 12 participants. Participants can simultaneously read and write to the bus at a rate of 8 bytes per clock cycle. As noted previously, each SPE 1010A-H comprises a DMAC 1042A-H for scheduling longer read or write sequences.
  • the EIB comprises four channels, two each in clockwise and anti-clockwise directions. Consequently for twelve participants, the longest step- wise data-flow between any two participants is six steps in the appropriate direction.
  • the theoretical peak instantaneous EIB bandwidth for 12 slots is therefore 96B per clock, in the event of full utilization through arbitration between participants. This equates to a theoretical peak bandwidth of 307.2 GB/s (gigabytes per second) at a clock rate of 3.2GHz.
  • the memory controller 1060 comprises an XDRAM interface 1062, developed by Rambus Incorporated. The memory controller interfaces with the Rambus XDRAM 926 with a theoretical peak bandwidth of 25.6 GB/s.
  • the dual bus interface 1070A,B comprises a Rambus FlexIO® system interface 1072A,B.
  • the interface is organized into 12 channels each being 8 bits wide, with five paths being inbound and seven outbound. This provides a theoretical peak bandwidth of 62.4 GB/s (36.4 GB/s outbound, 26 GB/s inbound) between the Cell processor and the I/O Bridge 700 via controller 170A and the Reality Simulator graphics unit 200 via controller 170B.
  • Data sent by the Cell processor 928 to the Reality Simulator graphics unit 930 will typically comprise display lists, being a sequence of commands to draw vertices, apply textures to polygons, specify lighting conditions, and so on.
  • Embodiments may include capturing depth data to better identify the real- world user and to direct activity of an avatar or scene.
  • the object can be something the person is holding or can also be the person's hand.
  • the terms "depth camera” and "three-dimensional camera” refer to any camera that is capable of obtaining distance or depth information as well as two-dimensional pixel information.
  • a depth camera can utilize controlled infrared lighting to obtain distance information.
  • Another exemplary depth camera can be a stereo camera pair, which triangulates distance information using two standard cameras.
  • the term “depth sensing device” refers to any type of device that is capable of obtaining distance information as well as two-dimensional pixel information.
  • embodiments of the present invention provide real-time interactive gaming experiences for users.
  • users can interact with various computer-generated objects in real-time.
  • video scenes can be altered in real-time to enhance the user's game experience.
  • computer generated costumes can be inserted over the user's clothing, and computer generated light sources can be utilized to project virtual shadows within a video scene.
  • a depth camera captures two-dimensional data for a plurality of pixels that comprise the video image. These values are color values for the pixels, generally red, green, and blue (RGB) values for each pixel. In this manner, objects captured by the camera appear as two-dimension objects on a monitor.
  • RGB red, green, and blue
  • Embodiments of the present invention also contemplate distributed image processing configurations.
  • the invention is not limited to the captured image and display image processing taking place in one or even two locations, such as in the CPU or in the CPU and one other element.
  • the input image processing can just as readily take place in an associated CPU, processor or device that can perform processing; essentially all of image processing can be distributed throughout the interconnected system.
  • the present invention is not limited to any specific image processing hardware circuitry and/or software.
  • the embodiments described herein are also not limited to any specific combination of general hardware circuitry and/or software, nor to any particular source for the instructions executed by processing components.
  • FIG 10 is an exemplary illustration of scene A through scene E with respective user A through user E interacting with game clients or game consoles 1002 that are connected to server processing via the internet, in accordance with one embodiment of the present invention.
  • a game client is a device that allows users to connect to server applications and processing via the internet.
  • the game client allows users to access and playback online entertainment content such as but not limited to games, movies, music and photos. Additionally, the game client can provide access to online communications applications such as VOIP, text chat protocols, and email.
  • a user interacts with the game client via controller.
  • the controller is a game client specific controller while in other embodiments, the controller can be a keyboard and mouse combination.
  • the game client is a standalone device capable of outputting audio and video signals to create a multimedia environment through a monitor/television and associated audio equipment.
  • the game client can be, but is not limited to a thin client, an internal PCI-express card, an external PCI-express device, an ExpressCard device, an internal, external, or wireless USB device, or a Firewire device, etc.
  • the game client is integrated with a television or other multimedia device such as a DVR, Blu-Ray player, DVD player or multi-channel receiver.
  • FIG. 10 shows a single server processing module, in one embodiment, there are multiple server processing modules throughout the world. Each server processing module includes sub- modules for user session control, sharing/communication logic, user geo-location, and load balance processing service. Furthermore, a server processing module includes network processing and distributed storage.
  • user session control may be used to authenticate the user.
  • An authenticated user can have associated virtualized distributed storage and virtualized network processing. Examples items that can be stored as part of a user's virtualized distributed storage include purchased media such as, but not limited to games, videos and music etc. Additionally, distributed storage can be used to save game status for multiple games, customized settings for individual games, and general settings for the game client.
  • the user geo-location module of the server processing is used to determine the geographic location of a user and their respective game client. The user's geographic location can be used by both the sharing/communication logic and the load balance processing service to optimize performance based on geographic location and processing demands of multiple server processing modules.
  • the server processing module has instances of server application A and server application B.
  • the server processing module is able to support multiple server applications as indicated by server application Xi and server application X 2 .
  • server processing is based on cluster computing architecture that allows multiple processors within a cluster to process server applications.
  • a different type of multi-computer processing scheme is applied to process the server applications.
  • server processing can be scaled in order to accommodate a larger number of game clients executing multiple client applications and corresponding server applications.
  • server processing can be scaled to accommodate increased computing demands necessitated by more demanding graphics processing or game, video compression, or application complexity.
  • the server processing module performs the majority of the processing via the server application. This allows relatively expensive components such as graphics processors, RAM, and general processors to be centrally located and reduces to the cost of the game client.
  • Processed server application data is sent back to the corresponding game client via the internet to be displayed on a monitor.
  • Scene C illustrates an exemplary application that can be executed by the game client and server processing module.
  • game client 1002C allows user C to create and view a buddy list 1020 that includes user A, user B, user D and user E.
  • user C is able to see either real time images or avatars of the respective user on monitor 106C.
  • Server processing executes the respective applications of game client 1002C and with the respective game clients 1002 of users A, user B, user D and user E. Because the server processing is aware of the applications being executed by game client B, the buddy list for user A can indicate which game user B is playing. Further still, in one embodiment, user A can view actual in game video directly from user B. This is enabled by merely sending processed server application data for user B to game client A in addition to game client B.
  • the communication application can allow real-time communications between buddies. As applied to the previous example, this allows user A to provide encouragement or hints while watching real-time video of user B.
  • two-way real time voice communication is established through a client/server application.
  • a client/server application enables text chat.
  • a client/server application converts speech to text for display on a buddy's screen.
  • Scene D and scene E illustrate respective user D and user E interacting with game consoles 101OD and IOIOE respectively.
  • Each game console 101OD and IOIOE are connected to the server processing module and illustrate a network where the server processing modules coordinates game play for both game consoles and game clients.
  • the invention may employ various computer-implemented operations involving data stored in computer systems. These operations include operations requiring physical manipulation of physical quantities. Usually, though not necessarily, these quantities take the form of electrical or magnetic signals capable of being stored, transferred, combined, compared, and otherwise manipulated. Further, the manipulations performed are often referred to in terms, such as producing, identifying, determining, or comparing. [0084]
  • the above described invention may be practiced with other computer system configurations including hand-held devices, microprocessor systems, microprocessor-based or programmable consumer electronics, minicomputers, mainframe computers and the like. The invention may also be practiced in distributing computing environments where tasks are performed by remote processing devices that are linked through a communications network.
  • the invention can also be embodied as computer readable code on a computer readable medium.
  • the computer readable medium is any data storage device that can store data which can be thereafter read by a computer system, including an electromagnetic wave carrier. Examples of the computer readable medium include hard drives, network attached storage (NAS), read-only memory, random-access memory, CD-ROMs, CD-Rs, CD-RWs, magnetic tapes, and other optical and non-optical data storage devices.
  • the computer readable medium can also be distributed over a network coupled computer system so that the computer readable code is stored and executed in a distributed fashion.

Abstract

In one embodiment, a system to interface with a game console to control a video game is disclosed. The system includes a game console and a base station that is interfaced with the game console. The base station has processing circuitry that is configured to send and receive data between the base station and the game console. The base station is also configured to process position data. The system also includes a controller that is interfaced with the base station. The controller has hardware to process movement data of the controller and communicate the movement data to the base station. The base station processes the position data of the controller, and relays the position data from the base station to the game console to determine a relative position of the controller to the base station. Wherein changes in the relative position of the controller facilitate interactive control with the video game.

Description

BASE STATION FOR POSITION LOCATION
BACKGROUND
Description of the Related Art [0001] The video game industry has seen many changes over the years. As computing power has expanded, developers of video games have likewise created game software that takes advantage of these increases in computing power. To this end, video game developers have been coding games that incorporate sophisticated operations and mathematics to produce a very realistic game experience. [0002] Example gaming platforms, may be the Sony Playstation®, Sony Playstation2® (PS2), and Sony Playstation3® (PS 3), each of which is sold in the form of a game console. As is well known, the game console is designed to connect to a monitor (usually a television) and enable user interaction through handheld controllers. The game console is designed with specialized processing hardware, including a CPU, a graphics synthesizer for processing intensive graphics operations, a vector unit for performing geometry transformations, and other glue hardware, firmware, and software. The game console is further designed with an optical disc tray for receiving game compact discs for local play through the game console. Online gaming is also possible, where a user can interactively play against or with other users over the Internet. As game complexity continues to intrigue players, game and hardware manufacturers have continued to innovate to enable additional interactivity and computer programs.
[0003] A growing trend in the computer gaming industry is to develop games that increase the interaction between user and the gaming system. One way of accomplishing a richer interactive experience is to use wireless game controllers whose movement is tracked by the gaming system in order to track the player's movements and use these movements as inputs for the game. Generally speaking, gesture input refers to having an electronic device such as a computing system, video game console, smart appliance, etc., react to some gesture captured by a video camera that tracks an object. [0004] However, placement of the video camera and other electronic devices to track user input can be difficult. With larger televisions and monitors, users are required to stand further away from the television to take in the entire picture. As consoles are generally located close to the television, this can lead to decreased sensor performance. Similarly, video cameras for tracking and depth sensing can have decreased performance as users move further from the camera.
[0005] It is within this context that embodiments of the invention arise.
SUMMARY OF THE INVENTION [0006] Broadly speaking, the present invention provides communications and feedback to control a video game based on movement of a controller relative to a base station. The base station is configured to establish a reference plane that assists in determining relative movement of the controllers. The base station also allows visual and audible feedback to be supplied to users. [0007] In one embodiment, a system to interface with a game console to control a video game is disclosed. The system includes a game console and a base station that is interfaced with the game console. The base station has processing circuitry that is configured to send and receive data between the base station and the game console. The base station is also configured to process position data. The system also includes a controller that is interfaced with the base station. The controller has hardware to process movement data of the controller and communicate the movement data to the base station. The base station processes the position data of the controller, and relays the position data from the base station to the game console to determine a relative position of the controller to the base station. Wherein changes in the relative position of the controller facilitate interactive control with the video game. [0008] In another embodiment, a system to determine position of a controller relative to a base station during game play is disclosed. The system includes a game console for facilitating the game play and a controller having controller hardware. The controller hardware includes motion sensing devices and a radio to send motion data from the motion sensing devices. The system further includes a base station that is in communication with the controller and the game console. The base station has a radio to receive the motion data from the motion sensing devices, and also has circuitry to define a reference plane. The circuitry includes a light emitter that projects a reference line that visually extends from and away from the base station. The reference line is representative of the reference plane and the base station has adjustable features that allow the reference line to be approximately leveled relative to a supporting surface. Wherein, the reference plane is used to determine the position of the controller relative to the base station. [0009] In still another embodiment, a method for interacting with a game console to control a video game is disclosed. The method includes an operation that establishes communications between the game console and a base station. In another operation the base station is calibrated to establishing a reference plane to determine a position relative to the base station. In still another operation, communication is established between a controller and the base station to transmit motion detection data from the controller to the base station. The method further includes an operation that determines a first position of the controller relative to the base station using the reference plane and a first sample of the motion detection data. In another operation a second position of the controller relative to the base station is determined using a second sample of the motion detection data. The method continues with the video game being controlled based on changes between the first position and the second position.
BRIEF DESCRIPTION OF THE DRAWINGS
[0010] The invention, together with further advantages thereof, may best be understood by reference to the following description taken in conjunction with the accompanying drawings.
[0011] Figure IA is an exemplary illustration of a scene that includes a base station, a user manipulating a controller along with a game console and a monitor, in accordance with one embodiment of the present invention.
[0012] Figure IB is an exemplary simplified illustration of a controller, in accordance with one embodiment of the present invention.
[0013] Figure 2A and Figure 2B are examples of a base station, in accordance with embodiments of the present invention.
[0014] Figure 2C is an exemplary illustration of base station hardware, in accordance with one embodiment of the present invention.
[0015] Figure 3A and Figure 3B illustrate exemplary calibration techniques for the base station, in accordance with one embodiment of the present invention. [0016] Figures 4A - 4C illustrate multiple users interacting with the base station, in accordance with one embodiment of the present invention.
[0017] Figures 5A - 5C illustrate how changes in position of user from Figure 4A are reflected by the base station, in accordance with one embodiment of the present invention.
[0018] Figures 6A and 6B illustrate more users interacting with the base station, in accordance with one embodiment of the present invention.
[0019] Figure 7 is an exemplary flow chart illustrating operations to use a base station, in accordance with one embodiment of the present invention. [0020] Figure 8 schematically illustrates the overall system architecture of the Sony® Playstation 3® entertainment device, a game console capable of supporting multiple controllers in accordance with one embodiment of the present invention. [0021] Figure 9 is a schematic of the Cell processor in accordance with one embodiment of the present invention.
[0022] Figure 10 is an exemplary illustration of scene A through scene E with respective user A through user E interacting with game clients that are connected to server processing via the internet, in accordance with one embodiment of the present invention.
DETAILED DESCRIPTION
[0023] An invention is disclosed for using a base station to establish a reference plane to assist in determining relative movement of game console controllers. Wireless game console controllers allow for user movement to be translated into game control, thereby increasing the realism of a video game. Establishing a reference plane with a mobile base station allows users to move sensors close to the controllers for more accurate and precise control.
Additionally, the base station allows for improved interactivity as the base station can provide sensory feedback to users.
[0024] Figure IA is an exemplary illustration of a scene 100 that includes a base station 101, a user 104 manipulating a controller 102 along with a game console 108 and a monitor 106, in accordance with one embodiment of the present invention. The monitor 106 displays video output from the game console 108. The user 104 interacts with the game console 108 via video displayed on the monitor 106 using the controller 102 and the base station 101. In one embodiment, the monitor 106 is a television that is also capable of reproducing audio output from the game console 108. In other embodiments, audio output from the game console 108 is reproduced using multiple speakers to create an immersive multimedia experience. The base station 101 provides communication between the game console 108 and the controller 102 with a zone of play 110.
[0025] The use of the base station defines a zone of play 110 away from the console 108. Some of the advantages of establishing the zone of play 110 away from the console 108 include, but are not limited to bringing sensors within the base station 101 close to the user 104. The base station provides a mobile platform for sensors that can transmit and send data to and from the controllers that can be moved throughout the scene 100. The mobility of the base station allows sensors to be moved away from the console and closer to users and the associated controllers. The closer proximity of the base station to the controllers allows for both improved detection of controller movement and increased interactivity. In one embodiment, the base station provides visual and audible feedback to the user 104 and also is used to determine the location of the controller 102 within the scene 100. [0026] In one embodiment, the controller 102 communicates with the base station 101 using a radio communication protocol such as, but not limited to Bluetooth or one of the protocols defined within the IEEE 802.11 specification. In another embodiments, communication between the base station 101 and the controller 102 is performed using infrared light or combinations of infrared light and radio communication protocols. While Figure IA shows just the single user 104 with the controller 102, the base station 101 is capable of receiving and processing user input from multiple controllers from multiple users. The base station 101 can use similar wireless communication protocols to communicate with the game console 108. Additionally, in some embodiments, communication between the base station 101 and the game console 108 can be achieved using a wired connection. [0027] With some embodiments, user 104 input to the controller 102 is received by the base station 101. Computer hardware within the base station processes the user input before the user input is relayed to the game console 108. In other embodiments, the base station 101 does not include computer hardware and the user input is relayed from the base station 101 to the game console 108. In other embodiments, the base station 101 includes computer hardware that performs some processing of user input before relaying the user input to the game console 108. In one embodiment, the base station 101 can track the controller 102 within the scene 100.
[0028] Figure IB is an exemplary simplified illustration of a controller 102, in accordance with one embodiment of the present invention. The controller 102 includes hardware 110 associated with the controller 102. The hardware 110 allows movement of the controller within the scene to be detected. For example, in one embodiment hardware 110 allows translation of the controller 102 to be detected in directions 112, 114, and 116. Similarly, hardware 110 can also allow detection of roll, pitch and yaw of the controller 102. In one embodiment, the hardware 110 includes three gyroscopes, three accelerometers and three magnetometers. In such an embodiment, the accelerometers provide the direction of gravity and that provides an absolute reference for pitch and roll. Similarly, the magnetometers provide an absolute reference for yaw. Data collected from the combination of the gyroscopes, accelerometers and magnetometers allows the relative position of the controller 102 to be determined. In the embodiment shown, hardware 110 is illustrated embedded or integrated within the controller 102. However, in other embodiments, the hardware 110 is added to an object using a modular attachment to enable motion detection of the object. [0029] The controller 102 also includes radio hardware to enable communications with the base station. The radio hardware allows the controller 102 to be associated with the base station. In embodiments where multiple controllers are associated with the base station, the various controllers can use different radio frequencies to ensure reliable communication with the base station. Other techniques can be used to differentiate signals from multiple controllers to the base station and the specific example provided should not be construed as limiting. The radio hardware also transmits data from the hardware 110 to the base station 101.
[0030] Figure 2 A and Figure 2B are examples of a base station 101, in accordance with embodiments of the present invention. In either embodiment, the base station 101 establishes a reference plane that assists in determining the relative location of controllers. The use of a base station allows the reference plane to be more closely associated with the controllers thereby improving resolution of movement detection. Similarly, moving the base station away from the game console allows users to calibrate the base station. Something that may not be possible with the game console as game consoles are often stored on shelves or on racks of entertainment systems. Additionally, separating the base station from the game console provides another area where visual and audio feedback is available to the user.
[0031] In Figure 2A, the base station 101 is shown as a basic box with elements 200 at the corners. In such an embodiment, the base station 101 is placed on the floor between the game console and the user. In one embodiment, the elements 200 are made from materials such as frosted or clear glass, or translucent plastics. This allows the elements 200, in conjunction with lights, to act as a light pipe or a light tube in order to provide visual feedback to users. In other embodiments, the elements 200 are small backlit LCD arrays to provide visual feedback. In some embodiments, the combination of lights and elements 200 provide visual feedback based on events happening during game play. In other embodiments, the elements 200 provide visual feedback based on positions of a user relative to the base station. The embodiment illustrated in Figure 2A should not be considered limiting as to the orientation or placement of elements 200. In other embodiments, elements 200 can form a ring around the base station. In still other embodiments, elements 200 can be arranged in patterns or the entire sides of the base station 101 can be an element 200. [0032] Figure 2B is another exemplary embodiment of the base station 101. This embodiment also includes element 200 to provide visual feedback to users. Element 200 is included on a sphere 202 that is mounted on an arm 204 mounted to a base 206. The embodiment illustrated in Figure 2B should not be construed as limiting and the sphere 202 can be replaced with other three dimensional shapes. In various embodiments, the arm 204 can telescope so the height of the sphere 202 above the base 206 can be adjusted. The ability to adjust the height of the sphere 202 can assist in calibrating a reference plane. In other embodiments, the sphere 202 is mounted to the arm 204 on gimbals in order to allow a user to adjust the orientation of the sphere 202 on the end of the arm 204. [0033] In embodiments of the base station 101 shown in Figure 2A and Figure 2B have circuitry within the base station 101 can establish a reference plane based on data from hardware that can include, but is not limited to, accelerometers, gyroscopes and magnetometers. With a reference plane, movement of the controllers can be determined relative to the reference plane based on data measurements from the hardware associated with each controller. In other embodiments of the base station 101, user interaction can help establish the reference plane using the lighting. For example, in embodiments that include the sphere 202, the height and orientation of the sphere 202 can be used to establish a reference plane, that can be used to determine the relative location of the controllers associated with the base station. [0034] Referring to Figure 2A and 2B, in both illustrated embodiments of the base station 101, the elements 200 can include a camera or cameras that capture images of a controller or controllers within a zone of play to assist in determining relative motion of the controller or the controllers. The integration of a camera or cameras within the base station 101 is not restricted to being within the elements 200. The base station 101 also includes base station hardware 208 that includes additional sensors and processors to effectuate operation of the base station.
[0035] Figure 2C is an exemplary illustration of base station hardware 208, in accordance with one embodiment of the present invention. The base station hardware 208 includes a battery 222, a position processor 210 that communicates with a radio 212, a sound processor 214, an image processor 216 and a light controller 218. The battery 222 is optional and is used in wireless embodiments of the base station. In other embodiments, the base station is connected to the game console and can draw power directly from the game console. In one embodiment, the position processor 210 is a custom Application Specific Integrated Circuit (ASIC) while the sound processor 214 and image processor 218 are Digital Signal Processors (DSPs).
[0036] The radio 212 is connected to an antenna 220 and is responsible for sending and receiving data to and from the game console. The radio 212 is also configured to send data to any associated controllers and receive data from any associated controllers. The data that is received from the controllers includes data from the hardware. The controller data is sent to the position processor 210 and is used to help determine the position of the controller relative to the base station. In one embodiment, the radio 212 can include radios that rely on different standards, such as, but not limited to Bluetooth or wi-fi. [0037] In some embodiments, the base station includes a speaker 224 and a microphone 222 that are connected to the sound processor. In other embodiments, the microphone 222 is representative of multiple microphones arranged in a microphone array. The use of an array of directional microphones can be used to assist in enhancing game play. Directional microphones combined with voice recognition software could enable users to issue vocal commands to control game play. The speaker 224 can be representative of multiple speakers housed within the base station. The speaker 224 enables the base station to provide audible feedback to users. Audible feedback can be provided based on in-game events or can include game console notifications. An example of in-game event audible feedback would be the sound of running water emanating from the base station as a player approaches an in game stream. An example of a game console notification would be the base station emitting an audible tone or vocal instruction that the controller batteries need to be replaced. [0038] The image processor 216 processes image data from cameras 226. In order to obtain image data from around the base station, multiple cameras can be mounted in various positions on the exterior of the base station. In some embodiments, the cameras 226 use wide- angle lenses to minimize the number of camera necessary to capture images within the zone of play. In one embodiment, the cameras 226 are depth cameras that capture depth data for objects within their field of view. The depth data and image data are processed by the image processor 216 and, in some embodiments, the processed image data is supplied to the position processor 210 to help determine the position of controllers relative to the base station. [0039] The light controller 218 receives data from the position processors 210 and provides visual feedback to users via light array 228 or light emitter 230. In one embodiment, the light array 228 is an array of Light Emitting Diodes (LEDs). In other embodiments, the light array 228 is a Liquid Crystal Display (LCD) or multiple LCDs. The light array 228 is capable of providing visual user feedback based on in-game events. An example of in-game visual feedback available using the light array 228 includes changing the color of the lights associated with a player. Similarly, the light array 228 can also be used to indicate the status of a user. In fighting games, the status can be represented using horizontal or vertical bars that decline as a player is struck. In racing games, the light array 228 can indicate the position of a user within a race. The specific examples provided are intended to be exemplary, and should not be considered limiting. The light array 228 can be configured to display a variety of game related data for any type of game. [0040] In another embodiment, the light array 228 can be used to convey game console status. An example of game console status could include a bar graph showing the performance of an Internet connection associated with the game console. Similarly, chat requests or email notifications can be displayed on the light array. The light array 228 of the base station is a preferred location to display game console status information as it may not be relevant to the game on the main display. Furthermore, as the base station can be positioned closer to the users, the light array may be more visible to the user than a small display directly mounted to the game console.
[0041] In still another embodiment, the light array 228 is used to convey controller status. An example of controller status includes visual notification that the batteries in a controller need to be replaced. Another example of controller status would be associating a color with a particular controller and moving the color on the light array 228 as the controller moves about the base station. For example, if two users are playing a game, the light controller can illuminate half of the light array 228 one color for the first user and a second color for the second user. Additionally, based on the data from the position processor, the half of the light array 228 illuminated for the first user can actually be the half on the side closest to the first user.
[0042] Similarly, based on data from the position processor, if a user moves a controller from the right side of the base station to the left side of the base station, the light controller will move a light color associated with the controller accordingly. Another example of controller status would be to provide feedback based on the distance of the controller to the base station. For example, the intensity of the light array 228 can fluctuate based on a relative distance of the controller to the base station. Thus, as a user and their associated controller move further away from the base station, the dimmer the associated color of lights on the base station. [0043] The light emitter 230 is used to assist in defining a reference plane. In one embodiment, the light emitter 230 is a laser that projects a visible reference line throughout the room. In order to prevent damage to the eyes of users, bystanders and pets, the light emitter 230 is a low power laser. As will be discussed below, with the base station projecting the visual reference line, users can calibrate and adjust the base station to level the reference plane.
[0044] Figure 3A and Figure 3B illustrate exemplary calibration techniques for the base station 101, in accordance with one embodiment of the present invention. The calibration technique that is described below is not restricted to embodiments of the base station 101 that include the sphere 202. Other user effectuated calibration techniques can be applied to embodiments such as the one illustrated in Figure 2A. In Figure 3A, the base station 101 is shown located on the floor of a room. In one embodiment, the base station is adjusted to a user-defined height using the telescoping feature of the arm. To calibrate the reference plane of the base station 101, the light elements within the base station 101 illuminate a reference plane 300 at a height 302. As shown in Figure 3B, the gimbals used to mount the sphere 202 to the arm 204 allows adjustments to me made to level the reference plane 300.
[0045] Figures 4A - 4C illustrate multiple users 400, 402 and 404 interacting with the base station 101, in accordance with one embodiment of the present invention. Figure 4 A illustrates a scene 401 that includes users 400, 402 and 404 with respective controllers 102- 400, 102-404 and 102-404. Figure 4B is a top view of the scene 401 showing the relative position of the users 400, 402 and 404 to the base station 101. Figure 4B also illustrates that the controllers 102-400, 102-402, and 102-404 are in communication with the base station 101. Each of the controllers 102-400, 102-404 and 102-404 have been paired with the base station 101 and the base station 101 is providing visual feedback to the users 400, 402 and 404. Circuitry within the base station 101 identifies the relative locations of the controllers 102-400, 102-404 and 102-404. With the relative locations of the controllers 102-400, 102- 404 and 102-404 the user feedback lighting is illuminated to provide feedback to the users 400, 402 and 404.
[0046] In Figures 4A - 4C, visual feedback 400a, 402a and 404a is illustrated with various hatching patterns. In one embodiment, different sections element 200 on the sphere 202 can be illuminated with various colored lights to indicate the relative position of the users 400, 402 and 404. Figure 4C is a detail view of the sphere 202 to more clearly indicate areas of element 200 illuminated by visual feedback 400a, 402a and 404a. Figures 4A-4C illustrate three users, however, the feedback lighting of the base station can be configured to provide visual feedback to fewer or more users.
[0047] Figures 5A - 5C illustrate how changes in position of user 400, 402, and 404 from Figure 4A are reflected by the base station 101, in accordance with one embodiment of the present invention. Comparing Figure 4A-4C to Figure 5A-5C, user 404 has moved from the far left to the far right, while users 402 and 404 have shifted to the left. As the respective controllers 102-400, 102-404 and 102-404 have also moved, visual feedback 400a, 402a, and 404a has accordingly shifted. In one embodiment, the visual feedback illustrated changes dynamically as the users move around the scene 401. Thus, if the user 404 took a route toward the monitor, the visual feedback would follow user 404 as she moved through the scene 401. Likewise, as users 402 and 400 moved to the left with their respective controllers, the base station 101 would detect the movement and shift the visual feedback accordingly. [0048] Figures 6 A and 6B illustrate more users interacting with the base station 101, in accordance with one embodiment of the present invention. This embodiment illustrates that users and their respective controllers can be located between the base station 101 and the monitor 106. While a user standing between the base station 101 and the monitor 106 may not benefit from the visual feedback from the base station 101, the base station still provides the ability to utilize a reference plane in determining relative movement of the controllers. [0049] Figure 7 is an exemplary flow chart illustrating operations to use a base station, in accordance with one embodiment of the present invention. In operation 700 communications between the base station and the game console are established. In one embodiment, communications are performed through a wired connection between the base station and the game console. In other embodiments, a wireless connection such as BlueTooth or wi-fi is used to facilitate communication between the base station and the game console. Operation 702 checks to see if the base station has been calibrated, or that a reference plane has been established.
[0050] In the event that the base station has not been calibrated, operation 704 initiates calibration of the base station. In the embodiment illustrated in Figure 7, optical calibration is used and operation 706 activates illumination of the reference plane from the base station. Operation 708 accepts user input to the base station, in this embodiment, manipulation of the base station to level the illuminated reference plane. In other embodiments that do not use optical calibration, a user may be required to adjust mechanical elements of the base station to level the reference plane. Regardless of how the reference plane is leveled, when calibration of the base station is completed, operation 710 establishes communications with active controllers.
[0051] Operation 710 allows multiple users to associate their controllers with the base station. A variety of techniques can be used to associated and differentiate the controllers such as different radio frequencies or hardware embedded unique controller identifiers. As the active controllers are associated with the base station, data from the motion detecting hardware is sent from the controllers to the base station. Operation 712 utilizes the data from the controllers to determine the relative position of the controllers relative to the base station. As the relative position is determined, operation 714 provides sensory feedback indicative of the position of the controllers. [0052] Operation 716 periodically receives data from the motion sensors on the controllers while operation 718 determines movement of the controllers based on the received sensor data.
[0053] Figure 8 schematically illustrates the overall system architecture of the Sony® Playstation 3® entertainment device, a game console capable of supporting multiple controllers in accordance with one embodiment of the present invention. A system unit 900 is provided, with various peripheral devices connectable to the system unit 900. The system unit 900 comprises: a Cell processor 928; a Rambus® dynamic random access memory (XDRAM) unit 926; a Reality Synthesizer graphics unit 930 with a dedicated video random access memory (VRAM) unit 932; and an I/O bridge 934. The system unit 900 also comprises a BIu Ray® Disk BD-ROM® optical disk reader 940 for reading from a disk 940a and a removable slot-in hard disk drive (HDD) 936, accessible through the I/O bridge 934. Optionally the system unit 900 also comprises a memory card reader 938 for reading compact flash memory cards, Memory Stick® memory cards and the like, which is similarly accessible through the I/O bridge 934. [0054] The VO bridge 934 also connects to six Universal Serial Bus (USB) 2.0 ports 924; a gigabit Ethernet port 922; an IEEE 802.11b/g wireless network (Wi-Fi) port 920; and a Bluetooth® wireless link port 918 capable of supporting of up to seven Bluetooth connections. [0055] In operation the I/O bridge 934 handles all wireless, USB and Ethernet data, including data from one or more game controllers 903. For example when a user is playing a game, the I/O bridge 934 receives data from the game controller 902 via a Bluetooth link and directs it to the Cell processor 928, which updates the current state of the game accordingly. [0056] The wireless, USB and Ethernet ports also provide connectivity for other peripheral devices in addition to game controllers 902, such as: a remote control 904; a keyboard 906; a mouse 908; a portable entertainment device 910 such as a Sony Playstation Portable® entertainment device; a video camera such as an EyeToy® video camera 912; and a microphone headset 914. Such peripheral devices may therefore in principle be connected to the system unit 900 wirelessly; for example the portable entertainment device 910 may communicate via a Wi-Fi ad-hoc connection, whilst the microphone headset 914 may communicate via a Bluetooth link.
[0057] The provision of these interfaces means that the Playstation 3 device is also potentially compatible with other peripheral devices such as digital video recorders (DVRs), set-top boxes, digital cameras, portable media players, Voice over IP telephones, mobile telephones, printers and scanners.
[0058] In addition, a legacy memory card reader 916 may be connected to the system unit via a USB port 924, enabling the reading of memory cards 948 of the kind used by the Playstation® or Playstation 2® devices. [0059] In the present embodiment, the game controller 902 is operable to communicate wirelessly with the system unit 900 via the Bluetooth link. However, the game controller 902 can instead be connected to a USB port, thereby also providing power by which to charge the battery of the game controller 902. In addition to one or more analog joysticks and conventional control buttons, the game controller is sensitive to motion in six degrees of freedom, corresponding to translation and rotation in each axis. Consequently gestures and movements by the user of the game controller may be translated as inputs to a game in addition to or instead of conventional button or joystick commands. Optionally, other wirelessly enabled peripheral devices such as the Playstation Portable device may be used as a controller. In the case of the Playstation Portable device, additional game or control information (for example, control instructions or number of lives) may be provided on the screen of the device. Other alternative or supplementary control devices may also be used, such as a dance mat (not shown), a light gun (not shown), a steering wheel and pedals (not shown) or bespoke controllers, such as a single or several large buttons for a rapid-response quiz game (also not shown). [0060] The remote control 904 is also operable to communicate wirelessly with the system unit 900 via a Bluetooth link. The remote control 904 comprises controls suitable for the operation of the BIu Ray Disk BD-ROM reader 940 and for the navigation of disk content. [0061] The BIu Ray Disk BD-ROM reader 940 is operable to read CD-ROMs compatible with the Playstation and PlayStation 2 devices, in addition to conventional pre-recorded and recordable CDs, and so-called Super Audio CDs. The reader 940 is also operable to read DVD-ROMs compatible with the Playstation 2 and PlayStation 3 devices, in addition to conventional pre-recorded and recordable DVDs. The reader 940 is further operable to read BD-ROMs compatible with the Playstation 3 device, as well as conventional pre-recorded and recordable Blu-Ray Disks.
[0062] The system unit 900 is operable to supply audio and video, either generated or decoded by the Playstation 3 device via the Reality Synthesizer graphics unit 930, through audio and video connectors to a display and sound output device 942 such as a monitor or television set having a display 944 and one or more loudspeakers 946. The audio connectors 950 may include conventional analogue and digital outputs whilst the video connectors 952 may variously include component video, S-video, composite video and one or more High Definition Multimedia Interface (HDMI) outputs. Consequently, video output may be in formats such as PAL or NTSC, or in 72Op, 1080i or 1080p high definition. [0063] Audio processing (generation, decoding and so on) is performed by the Cell processor 928. The Playstation 3 device's operating system supports Dolby® 5.1 surround sound, Dolby® Theatre Surround (DTS), and the decoding of 7.1 surround sound from Blu-Ray® disks. [0064] In the present embodiment, the video camera 912 comprises a single charge coupled device (CCD), an LED indicator, and hardware-based real-time data compression and encoding apparatus so that compressed video data may be transmitted in an appropriate format such as an intra-image based MPEG (motion picture expert group) standard for decoding by the system unit 900. The camera LED indicator is arranged to illuminate in response to appropriate control data from the system unit 900, for example to signify adverse lighting conditions. Embodiments of the video camera 912 may variously connect to the system unit 900 via a USB, Bluetooth or Wi-Fi communication port. Embodiments of the video camera may include one or more associated microphones and also be capable of transmitting audio data. In embodiments of the video camera, the CCD may have a resolution suitable for high-definition video capture. In use, images captured by the video camera may for example be incorporated within a game or interpreted as game control inputs.
[0065] In general, in order for successful data communication to occur with a peripheral device such as a video camera or remote control via one of the communication ports of the system unit 900, an appropriate piece of software such as a device driver should be provided. Device driver technology is well-known and will not be described in detail here, except to say that the skilled man will be aware that a device driver or similar software interface may be required in the present embodiment described.
[0066] Figure 9 is a schematic of the Cell processor 928 in accordance with one embodiment of the present invention. The Cell processors 928 has an architecture comprising four basic components: external input and output structures comprising a memory controller 1060 and a dual bus interface controller 1070A,B; a main processor referred to as the Power Processing Element 1050; eight co-processors referred to as Synergistic Processing Elements (SPEs) 1010A-H; and a circular data bus connecting the above components referred to as the Element Interconnect Bus 1080. The total floating point performance of the Cell processor is 218 GFLOPS, compared with the 6.2 GFLOPs of the Playstation 2 device's Emotion Engine. [0067] The Power Processing Element (PPE) 1050 is based upon a two-way simultaneous multithreading Power 970 compliant PowerPC core (PPU) 1055 running with an internal clock of 3.2 GHz. It comprises a 512 kB level 2 (L2) cache and a 32 kB level 1 (Ll) cache. The PPE 1050 is capable of eight single position operations per clock cycle, translating to 25.6 GFLOPs at 3.2 GHz. The primary role of the PPE 1050 is to act as a controller for the Synergistic Processing Elements 1010A-H, which handle most of the computational workload. In operation the PPE 1050 maintains a job queue, scheduling jobs for the Synergistic Processing Elements 1010A-H and monitoring their progress. Consequently each Synergistic Processing Element 1010A-H runs a kernel whose role is to fetch a job, execute it and synchronizes with the PPE 1050.
[0068] Each Synergistic Processing Element (SPE) 1010A-H comprises a respective Synergistic Processing Unit (SPU) 1020A-H, and a respective Memory Flow Controller (MFC) 1040A-H comprising in turn a respective Dynamic Memory Access Controller (DMAC) 1042A-H, a respective Memory Management Unit (MMU) 1044A-H and a bus interface (not shown). Each SPU 1020A-H is a RISC processor clocked at 3.2 GHz and comprising 256 kB local RAM 1030A-H, expandable in principle to 4 GB. Each SPE gives a theoretical 25.6 GFLOPS of single precision performance. An SPU can operate on 4 single precision floating point members, 4 32-bit numbers, 8 16-bit integers, or 16 8-bit integers in a single clock cycle. In the same clock cycle it can also perform a memory operation. The SPU 1020A-H does not directly access the system memory XDRAM 926; the 64-bit addresses formed by the SPU 1020A-H are passed to the MFC 1040A-H which instructs its DMA controller 1042A-H to access memory via the Element Interconnect Bus 1080 and the memory controller 1060.
[0069] The Element Interconnect Bus (EIB) 1080 is a logically circular communication bus internal to the Cell processor 928 which connects the above processor elements, namely the PPE 1050, the memory controller 1060, the dual bus interface 1070A,B and the 8 SPEs 1010A-H, totaling 12 participants. Participants can simultaneously read and write to the bus at a rate of 8 bytes per clock cycle. As noted previously, each SPE 1010A-H comprises a DMAC 1042A-H for scheduling longer read or write sequences. The EIB comprises four channels, two each in clockwise and anti-clockwise directions. Consequently for twelve participants, the longest step- wise data-flow between any two participants is six steps in the appropriate direction. The theoretical peak instantaneous EIB bandwidth for 12 slots is therefore 96B per clock, in the event of full utilization through arbitration between participants. This equates to a theoretical peak bandwidth of 307.2 GB/s (gigabytes per second) at a clock rate of 3.2GHz. [0070] The memory controller 1060 comprises an XDRAM interface 1062, developed by Rambus Incorporated. The memory controller interfaces with the Rambus XDRAM 926 with a theoretical peak bandwidth of 25.6 GB/s.
[0071] The dual bus interface 1070A,B comprises a Rambus FlexIO® system interface 1072A,B. The interface is organized into 12 channels each being 8 bits wide, with five paths being inbound and seven outbound. This provides a theoretical peak bandwidth of 62.4 GB/s (36.4 GB/s outbound, 26 GB/s inbound) between the Cell processor and the I/O Bridge 700 via controller 170A and the Reality Simulator graphics unit 200 via controller 170B. [0072] Data sent by the Cell processor 928 to the Reality Simulator graphics unit 930 will typically comprise display lists, being a sequence of commands to draw vertices, apply textures to polygons, specify lighting conditions, and so on. Embodiments may include capturing depth data to better identify the real- world user and to direct activity of an avatar or scene. The object can be something the person is holding or can also be the person's hand. In the this description, the terms "depth camera" and "three-dimensional camera" refer to any camera that is capable of obtaining distance or depth information as well as two-dimensional pixel information. For example, a depth camera can utilize controlled infrared lighting to obtain distance information. Another exemplary depth camera can be a stereo camera pair, which triangulates distance information using two standard cameras. Similarly, the term "depth sensing device" refers to any type of device that is capable of obtaining distance information as well as two-dimensional pixel information. [0073] Recent advances in three-dimensional imagery have opened the door for increased possibilities in real-time interactive computer animation. In particular, new "depth cameras" provide the ability to capture and map the third-dimension in addition to normal two- dimensional video imagery. With the new depth data, embodiments of the present invention allow the placement of computer-generated objects in various positions within a video scene in real-time, including behind other objects.
[0074] Moreover, embodiments of the present invention provide real-time interactive gaming experiences for users. For example, users can interact with various computer-generated objects in real-time. Furthermore, video scenes can be altered in real-time to enhance the user's game experience. For example, computer generated costumes can be inserted over the user's clothing, and computer generated light sources can be utilized to project virtual shadows within a video scene. Hence, using the embodiments of the present invention and a depth camera, users can experience an interactive game environment within their own living room. Similar to normal cameras, a depth camera captures two-dimensional data for a plurality of pixels that comprise the video image. These values are color values for the pixels, generally red, green, and blue (RGB) values for each pixel. In this manner, objects captured by the camera appear as two-dimension objects on a monitor.
[0075] Embodiments of the present invention also contemplate distributed image processing configurations. For example, the invention is not limited to the captured image and display image processing taking place in one or even two locations, such as in the CPU or in the CPU and one other element. For example, the input image processing can just as readily take place in an associated CPU, processor or device that can perform processing; essentially all of image processing can be distributed throughout the interconnected system. Thus, the present invention is not limited to any specific image processing hardware circuitry and/or software. The embodiments described herein are also not limited to any specific combination of general hardware circuitry and/or software, nor to any particular source for the instructions executed by processing components.
[0076] Figure 10 is an exemplary illustration of scene A through scene E with respective user A through user E interacting with game clients or game consoles 1002 that are connected to server processing via the internet, in accordance with one embodiment of the present invention. As previously discussed, a game client is a device that allows users to connect to server applications and processing via the internet. The game client allows users to access and playback online entertainment content such as but not limited to games, movies, music and photos. Additionally, the game client can provide access to online communications applications such as VOIP, text chat protocols, and email.
[0077] A user interacts with the game client via controller. In some embodiments the controller is a game client specific controller while in other embodiments, the controller can be a keyboard and mouse combination. In one embodiment, the game client is a standalone device capable of outputting audio and video signals to create a multimedia environment through a monitor/television and associated audio equipment. For example, the game client can be, but is not limited to a thin client, an internal PCI-express card, an external PCI-express device, an ExpressCard device, an internal, external, or wireless USB device, or a Firewire device, etc. In other embodiments, the game client is integrated with a television or other multimedia device such as a DVR, Blu-Ray player, DVD player or multi-channel receiver. [0078] Within scene A of Figure 10, user A interacts with a client application displayed on a monitor 106 using a controller 102 paired with game client 1002A. Similarly, within scene B, user B interacts with another client application that is displayed on monitor 106 using a controller 102 paired with game client 1002B. Scene C illustrates a view from behind user C as he looks at a monitor displaying a game and buddy list from the game client 1002C. While Figure 10 shows a single server processing module, in one embodiment, there are multiple server processing modules throughout the world. Each server processing module includes sub- modules for user session control, sharing/communication logic, user geo-location, and load balance processing service. Furthermore, a server processing module includes network processing and distributed storage.
[0079] When a game client 1002 connects to a server processing module, user session control may be used to authenticate the user. An authenticated user can have associated virtualized distributed storage and virtualized network processing. Examples items that can be stored as part of a user's virtualized distributed storage include purchased media such as, but not limited to games, videos and music etc. Additionally, distributed storage can be used to save game status for multiple games, customized settings for individual games, and general settings for the game client. In one embodiment, the user geo-location module of the server processing is used to determine the geographic location of a user and their respective game client. The user's geographic location can be used by both the sharing/communication logic and the load balance processing service to optimize performance based on geographic location and processing demands of multiple server processing modules. Virtualizing either or both network processing and network storage would allow processing tasks from game clients to be dynamically shifted to underutilized server processing module(s). Thus, load balancing can be used to minimize latency associated with both recall from storage and with data transmission between server processing modules and game clients. [0080] As shown in Figure 10, the server processing module has instances of server application A and server application B. The server processing module is able to support multiple server applications as indicated by server application Xi and server application X2. In one embodiment, server processing is based on cluster computing architecture that allows multiple processors within a cluster to process server applications. In another embodiment, a different type of multi-computer processing scheme is applied to process the server applications. This allows the server processing to be scaled in order to accommodate a larger number of game clients executing multiple client applications and corresponding server applications. Alternatively, server processing can be scaled to accommodate increased computing demands necessitated by more demanding graphics processing or game, video compression, or application complexity. In one embodiment, the server processing module performs the majority of the processing via the server application. This allows relatively expensive components such as graphics processors, RAM, and general processors to be centrally located and reduces to the cost of the game client. Processed server application data is sent back to the corresponding game client via the internet to be displayed on a monitor. [0081] Scene C illustrates an exemplary application that can be executed by the game client and server processing module. For example, in one embodiment game client 1002C allows user C to create and view a buddy list 1020 that includes user A, user B, user D and user E. As shown, in scene C, user C is able to see either real time images or avatars of the respective user on monitor 106C. Server processing executes the respective applications of game client 1002C and with the respective game clients 1002 of users A, user B, user D and user E. Because the server processing is aware of the applications being executed by game client B, the buddy list for user A can indicate which game user B is playing. Further still, in one embodiment, user A can view actual in game video directly from user B. This is enabled by merely sending processed server application data for user B to game client A in addition to game client B. [0082] In addition to being able to view video from buddies, the communication application can allow real-time communications between buddies. As applied to the previous example, this allows user A to provide encouragement or hints while watching real-time video of user B. In one embodiment two-way real time voice communication is established through a client/server application. In another embodiment, a client/server application enables text chat. In still another embodiment, a client/server application converts speech to text for display on a buddy's screen. Scene D and scene E illustrate respective user D and user E interacting with game consoles 101OD and IOIOE respectively. Each game console 101OD and IOIOE are connected to the server processing module and illustrate a network where the server processing modules coordinates game play for both game consoles and game clients. [0083] With the above embodiments in mind, it should be understood that the invention may employ various computer-implemented operations involving data stored in computer systems. These operations include operations requiring physical manipulation of physical quantities. Usually, though not necessarily, these quantities take the form of electrical or magnetic signals capable of being stored, transferred, combined, compared, and otherwise manipulated. Further, the manipulations performed are often referred to in terms, such as producing, identifying, determining, or comparing. [0084] The above described invention may be practiced with other computer system configurations including hand-held devices, microprocessor systems, microprocessor-based or programmable consumer electronics, minicomputers, mainframe computers and the like. The invention may also be practiced in distributing computing environments where tasks are performed by remote processing devices that are linked through a communications network. [0085] The invention can also be embodied as computer readable code on a computer readable medium. The computer readable medium is any data storage device that can store data which can be thereafter read by a computer system, including an electromagnetic wave carrier. Examples of the computer readable medium include hard drives, network attached storage (NAS), read-only memory, random-access memory, CD-ROMs, CD-Rs, CD-RWs, magnetic tapes, and other optical and non-optical data storage devices. The computer readable medium can also be distributed over a network coupled computer system so that the computer readable code is stored and executed in a distributed fashion. [0086] Although the foregoing invention has been described in some detail for purposes of clarity of understanding, it will be apparent that certain changes and modifications may be practiced within the scope of the appended claims. Accordingly, the present embodiments are to be considered as illustrative and not restrictive, and the invention is not to be limited to the details given herein, but may be modified within the scope and equivalents of the appended claims.

Claims

What is claimed is:CLAIMS
1. A system to interface with a game console to control a video game, comprising: a game client; a base station being interfaced with the game client, the base station having processing circuitry, the processing circuitry configured to send and receive data between the base station and the game client, the base station further configured to process position data; and a controller being interfaced with the base station, the controller having hardware to process movement data of the controller and communicate the movement data to the base station, the base station processing the position data of the controller, the position data being relayed from the base station to the game client to determine a relative position of the controller to the base station, wherein changes in the relative position of the controller facilitate interactive control with the video game.
2. The system as described in claim 1, wherein the controller is further interfaced directly with the game client.
3. The system as described in claim 1, wherein the controller further communicates the movement data to the game client.
4. The system as described in claim 1, wherein the base station further includes, light emitting circuitry, the light emitting circuitry projecting light from the base station.
5. The system as described in claim 4, wherein the base station further includes, alignment circuitry, the alignment circuitry configured to define a reference plane that is used to determine the position of the controller relative to the reference plane.
6. The system as described in claim 5, wherein the light emitting circuitry projects a reference light to visually illustrate the reference plane of the base station.
7. The system as described in claim 4, wherein the light emitting circuitry provides visual feedback based on the relative position of the controller to the base station.
8. The system as described in claim 4, wherein the light emitting circuitry provides visual feedback based on events within the video game.
9. A system to determine position of a controller relative to a base station during game play, comprising: a game console for facilitating the game play; a controller having controller hardware, the controller hardware includes motion sensing devices and a radio to send motion data from the motion sensing devices; and a base station in communication with the controller and the game console, the base station having a radio to receive the motion data from the motion sensing devices, the base station further having circuitry to define a reference plane, the circuitry including a light emitter to project a reference line that visually extends from and away from the base station, the reference line being representative of the reference plane, the base station having adjustable features that allow the reference line to be approximately leveled relative to a supporting surface, wherein the reference plane is used to determine the position of the controller relative to the base station.
10. The system as defined in claim 9, wherein the base station further includes a light array, the light array controlled by a light controller to provide visual feedback based on the position of the controller relative to the base station.
11. The system as defined in claim 9, wherein the support surface is a floor, a table, a chair, a base, or ground.
12. The system as defined in claim 9, wherein the base station is defined by a spherical ball that is connected to a support by an adjustable arm.
13. The system as defined in claim 12, wherein the spherical ball has elements arranged as a band where the light emitter projects the reference line.
14. The system as defined in claim 13, wherein the band further includes a light array to signal user position feedback relative to the base station.
15. The system as defined in claim 10, wherein the base station is a cube having the light arrays configured at the corners of the cube.
16. The system as defined in claim 15, wherein the corners of the cube have translucent elements that diffuse light from the light arrays to signal user status feedback or user position during the game play.
17. The system as defined in claim 14, wherein the user position is illustrated on the light array by different light configurations, so as to provide visual feedback to the user during game play.
18. The system as defined in claim 16, wherein user status is illustrated by different light configurations, as to provide visual feedback to the user during game play.
19. A method for interacting with a game console to control a video game, comprising:
(a) establishing communications between the game console and a base station;
(b) calibrating the base station, the calibration establishing a reference plane to determine a position relative to the base station;
(c) establishing communication between a controller and the base station, the communications between the controller and the base station transmitting motion detection data from the controller to the base station;
(d) determining a first position of the controller relative to the base station using the reference plane and a first sample of the motion detection data;
(e) determining a second position of the controller relative to the base station using a second sample of the motion detection data;
(f) controlling the video game based on changes between the first position and the second position; and
(f) periodically repeating (d)-(f).
20. The method as recited in claim 19, wherein the reference plane is a visible light emitted from and away from the base station.
21. The method as recited in claim 21, wherein the light emitted illustrates visual position data to users, such that users are provided with relative position feedback of each users position relative to the base station during game play of the video game.
PCT/US2010/031123 2009-05-08 2010-04-14 Base station for position location WO2010129150A2 (en)

Priority Applications (1)

Application Number Priority Date Filing Date Title
BRPI1007746-4A BRPI1007746B1 (en) 2009-05-08 2010-04-14 BASE STATION FOR LOCATION OF POSITION

Applications Claiming Priority (2)

Application Number Priority Date Filing Date Title
US12/463,359 US8393964B2 (en) 2009-05-08 2009-05-08 Base station for position location
US12/463,359 2009-05-08

Publications (2)

Publication Number Publication Date
WO2010129150A2 true WO2010129150A2 (en) 2010-11-11
WO2010129150A3 WO2010129150A3 (en) 2010-12-29

Family

ID=42237254

Family Applications (1)

Application Number Title Priority Date Filing Date
PCT/US2010/031123 WO2010129150A2 (en) 2009-05-08 2010-04-14 Base station for position location

Country Status (3)

Country Link
US (1) US8393964B2 (en)
BR (1) BRPI1007746B1 (en)
WO (1) WO2010129150A2 (en)

Cited By (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
ITMC20120045A1 (en) * 2012-05-14 2013-11-15 Clementoni S P A ELECTRONIC GAME SYSTEM.
US10610788B2 (en) 2011-04-21 2020-04-07 Sony Interactive Entertainment Inc. User identified to a controller

Families Citing this family (15)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US9955209B2 (en) 2010-04-14 2018-04-24 Alcatel-Lucent Usa Inc. Immersive viewer, a method of providing scenes on a display and an immersive viewing system
US9294716B2 (en) 2010-04-30 2016-03-22 Alcatel Lucent Method and system for controlling an imaging system
US9008487B2 (en) 2011-12-06 2015-04-14 Alcatel Lucent Spatial bookmarking
US10150028B2 (en) * 2012-06-04 2018-12-11 Sony Interactive Entertainment Inc. Managing controller pairing in a multiplayer game
US9415745B1 (en) * 2012-06-08 2016-08-16 The Boeing Company High intensity light source blocking system and method
US20140026076A1 (en) * 2012-07-17 2014-01-23 Jacquilene Jacob Real-time interactive collaboration system
US9383753B1 (en) 2012-09-26 2016-07-05 Google Inc. Wide-view LIDAR with areas of special attention
US9264749B2 (en) 2012-12-13 2016-02-16 Microsoft Technology Licensing, Llc Server GPU assistance for mobile GPU applications
US9384013B2 (en) * 2013-06-03 2016-07-05 Microsoft Technology Licensing, Llc Launch surface control
US10583361B2 (en) * 2016-02-04 2020-03-10 Disney Enterprises, Inc. Incorporating and coordinating multiple home systems into a play experience
US10254546B2 (en) 2016-06-06 2019-04-09 Microsoft Technology Licensing, Llc Optically augmenting electromagnetic tracking in mixed reality
US11032345B2 (en) 2018-05-10 2021-06-08 Microsoft Technology Licensing, Llc Client side data stream processing
US10924525B2 (en) 2018-10-01 2021-02-16 Microsoft Technology Licensing, Llc Inducing higher input latency in multiplayer programs
US11711571B2 (en) * 2020-03-06 2023-07-25 Advanced Micro Devices, Inc. Client-side offload of graphics effects processing
US11845001B2 (en) * 2021-01-14 2023-12-19 Htc Corporation Calibration system and method for handheld controller

Citations (6)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US4264072A (en) * 1978-05-26 1981-04-28 Chalmers John E Electronic game apparatus
US20020107069A1 (en) * 2000-12-06 2002-08-08 Nikon Corporation Game machine, method of performing game and computer-readable medium
US20050150697A1 (en) * 2002-04-15 2005-07-14 Nathan Altman Method and system for obtaining positioning data
EP1764140A1 (en) * 2005-09-14 2007-03-21 Nintendo Co., Limited Storage medium storing virtual position determining program
US20080318679A1 (en) * 2007-06-21 2008-12-25 Alexander Bach Tran Foot game controller with motion detection and/or position detection
US20090002316A1 (en) * 2007-01-31 2009-01-01 Broadcom Corporation Mobile communication device with game application for use in conjunction with a remote mobile communication device and methods for use therewith

Family Cites Families (310)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US3943277A (en) 1969-02-20 1976-03-09 The United States Of America As Represented By The Secretary Of The Navy Digital memory area correlation tracker
US4313227A (en) 1979-01-29 1982-01-26 Texas Instruments Incorporated Light energy information transmission system
US4263504A (en) 1979-08-01 1981-04-21 Ncr Corporation High density matrix code
US6772057B2 (en) 1995-06-07 2004-08-03 Automotive Technologies International, Inc. Vehicular monitoring systems using image processing
US4565999A (en) 1983-04-01 1986-01-21 Prime Computer, Inc. Light pencil
US4558864A (en) 1984-06-13 1985-12-17 Medwedeff Marion C Handgrip exercising, computer game controller
US4843568A (en) 1986-04-11 1989-06-27 Krueger Myron W Real time perception of and response to the actions of an unencumbered participant/user
JPS6347616A (en) 1986-08-15 1988-02-29 Ricoh Co Ltd Measurement of moving quantity
US4802227A (en) 1987-04-03 1989-01-31 American Telephone And Telegraph Company Noise reduction processing arrangement for microphone arrays
GB2206716A (en) 1987-07-06 1989-01-11 Gen Electric Plc Apparatus for monitoring the presence or movement of an object
IT1219405B (en) 1988-06-27 1990-05-11 Fiat Ricerche PROCEDURE AND DEVICE FOR INSTRUMENTAL VISION IN POOR CONDITIONS VISIBILITY IN PARTICULAR FOR DRIVING IN THE MIST
WO1990007162A1 (en) 1988-12-20 1990-06-28 Australian Meat And Live-Stock Research And Development Corporation An optically readable coded target
US5034986A (en) 1989-03-01 1991-07-23 Siemens Aktiengesellschaft Method for detecting and tracking moving objects in a digital image sequence having a stationary background
US5055840A (en) 1990-01-16 1991-10-08 Carroll Touch Incorporated Infrared touch input device and light emitted activation circuit
DE69016463T2 (en) 1990-05-01 1995-09-07 Wang Laboratories HAND-FREE HARDWARE KEYBOARD.
US5111401A (en) 1990-05-19 1992-05-05 The United States Of America As Represented By The Secretary Of The Navy Navigational control system for an autonomous vehicle
US5662111A (en) 1991-01-28 1997-09-02 Cosman; Eric R. Process of stereotactic optical navigation
US5485273A (en) 1991-04-22 1996-01-16 Litton Systems, Inc. Ring laser gyroscope enhanced resolution system
US5534917A (en) 1991-05-09 1996-07-09 Very Vivid, Inc. Video image based control system
US5144594A (en) 1991-05-29 1992-09-01 Cyber Scientific Acoustic mouse system
US5455685A (en) 1991-09-04 1995-10-03 Fuji Photo Film Co., Ltd. Video camera exposure control apparatus for controlling iris diaphragm and automatic gain control operating speed
US5889670A (en) 1991-10-24 1999-03-30 Immersion Corporation Method and apparatus for tactilely responsive user interface
US5444462A (en) 1991-12-16 1995-08-22 Wambach; Mark L. Computer mouse glove with remote communication
US5790834A (en) 1992-08-31 1998-08-04 Intel Corporation Apparatus and method using an ID instruction to identify a computer microprocessor
JP3244798B2 (en) 1992-09-08 2002-01-07 株式会社東芝 Moving image processing device
US7098891B1 (en) 1992-09-18 2006-08-29 Pryor Timothy R Method for providing human input to a computer
US5394168A (en) 1993-01-06 1995-02-28 Smith Engineering Dual-mode hand-held game controller
US5335011A (en) 1993-01-12 1994-08-02 Bell Communications Research, Inc. Sound localization system for teleconferencing using self-steering microphone arrays
US5815411A (en) 1993-09-10 1998-09-29 Criticom Corporation Electro-optic vision system which exploits position and attitude
JP3679426B2 (en) 1993-03-15 2005-08-03 マサチューセッツ・インスティチュート・オブ・テクノロジー A system that encodes image data into multiple layers, each representing a coherent region of motion, and motion parameters associated with the layers.
US5677710A (en) 1993-05-10 1997-10-14 Apple Computer, Inc. Recognition keypad
US5297061A (en) 1993-05-19 1994-03-22 University Of Maryland Three dimensional pointing device monitored by computer vision
US5959596A (en) 1993-06-24 1999-09-28 Nintendo Co., Ltd. Airline-based video game and communications system
US5581270A (en) 1993-06-24 1996-12-03 Nintendo Of America, Inc. Hotel-based video game and communication system
US5473701A (en) 1993-11-05 1995-12-05 At&T Corp. Adaptive microphone array
JP2552427B2 (en) 1993-12-28 1996-11-13 コナミ株式会社 Tv play system
FR2714502A1 (en) 1993-12-29 1995-06-30 Philips Laboratoire Electroniq An image processing method and apparatus for constructing from a source image a target image with perspective change.
JPH086708A (en) 1994-04-22 1996-01-12 Canon Inc Display device
US5543818A (en) 1994-05-13 1996-08-06 Sony Corporation Method and apparatus for entering text using an input device having a small number of keys
US5846086A (en) 1994-07-01 1998-12-08 Massachusetts Institute Of Technology System for human trajectory learning in virtual environments
US5563988A (en) 1994-08-01 1996-10-08 Massachusetts Institute Of Technology Method and system for facilitating wireless, full-body, real-time user interaction with a digitally represented visual environment
US5641319A (en) 1994-08-10 1997-06-24 Lodgenet Entertainment Corporation Entertainment system for providing interactive video game responses to the game interrogations to the video game engines without being processed by the host computer
GB2301514B (en) 1994-12-01 1999-06-09 Namco Ltd Apparatus and method for image synthesization
JP3270643B2 (en) 1994-12-22 2002-04-02 キヤノン株式会社 Pointed position detection method and device
US5929444A (en) 1995-01-31 1999-07-27 Hewlett-Packard Company Aiming device using radiated energy
US5568928A (en) 1995-02-01 1996-10-29 Exertron, Inc. Video game controller for use with an exercise apparatus
US5638228A (en) 1995-02-14 1997-06-10 Iomega Corporation Retroreflective marker for data storage cartridge
US5930741A (en) 1995-02-28 1999-07-27 Virtual Technologies, Inc. Accurate, rapid, reliable position sensing using multiple sensing technologies
US5583478A (en) 1995-03-01 1996-12-10 Renzi; Ronald Virtual environment tactile system
US5900863A (en) 1995-03-16 1999-05-04 Kabushiki Kaisha Toshiba Method and apparatus for controlling computer without touching input device
CN1183151A (en) 1995-04-28 1998-05-27 松下电器产业株式会社 Interface device
US5706364A (en) 1995-04-28 1998-01-06 Xerox Corporation Method of producing character templates using unsegmented samples
US5913727A (en) 1995-06-02 1999-06-22 Ahdoot; Ned Interactive movement and contact simulation game
US5649021A (en) 1995-06-07 1997-07-15 David Sarnoff Research Center, Inc. Method and system for object detection for instrument control
IL114278A (en) 1995-06-22 2010-06-16 Microsoft Internat Holdings B Camera and method
JP3869005B2 (en) 1995-06-22 2007-01-17 3ディブイ・システムズ・リミテッド Telecentric stereoscopic camera and method
WO1997005541A1 (en) 1995-07-26 1997-02-13 King Martin T Reduced keyboard disambiguating system
US6311214B1 (en) 1995-07-27 2001-10-30 Digimarc Corporation Linking of computers based on optical sensing of digital data
US5768415A (en) 1995-09-08 1998-06-16 Lucent Technologies Inc. Apparatus and methods for performing electronic scene analysis and enhancement
US5611731A (en) 1995-09-08 1997-03-18 Thrustmaster, Inc. Video pinball machine controller having an optical accelerometer for detecting slide and tilt
US5850222A (en) 1995-09-13 1998-12-15 Pixel Dust, Inc. Method and system for displaying a graphic image of a person modeling a garment
US5818424A (en) 1995-10-19 1998-10-06 International Business Machines Corporation Rod shaped device and data acquisition apparatus for determining the position and orientation of an object in space
US5963250A (en) 1995-10-20 1999-10-05 Parkervision, Inc. System and method for controlling the field of view of a camera
US6281930B1 (en) 1995-10-20 2001-08-28 Parkervision, Inc. System and method for controlling the field of view of a camera
US5719561A (en) 1995-10-25 1998-02-17 Gilbert R. Gonzales Tactile communication device and method
US6282362B1 (en) 1995-11-07 2001-08-28 Trimble Navigation Limited Geographical position/image digital recording and display system
US5870100A (en) 1995-11-22 1999-02-09 Compaq Computer Corporation Filling of graphical regions
WO1997020305A1 (en) 1995-11-30 1997-06-05 Virtual Technologies, Inc. Tactile feedback man-machine interface device
US6049619A (en) 1996-02-12 2000-04-11 Sarnoff Corporation Method and apparatus for detecting moving objects in two- and three-dimensional scenes
RU2069885C1 (en) 1996-03-01 1996-11-27 Йелстаун Корпорейшн Н.В. Method and device for observing objects at low illumination intensity
JPH09244793A (en) 1996-03-04 1997-09-19 Alps Electric Co Ltd Input device
ES2231754T3 (en) 1996-03-05 2005-05-16 Sega Enterprises, Ltd. CONTROLLER AND EXPANSION UNIT FOR THE CONTRALOR.
JP3920348B2 (en) 1996-04-02 2007-05-30 コグネックス コーポレイション Image forming apparatus for observing an indicator on a flat mirror substrate
US5937081A (en) 1996-04-10 1999-08-10 O'brill; Michael R. Image composition system and method of using same
US5923318A (en) 1996-04-12 1999-07-13 Zhai; Shumin Finger manipulatable 6 degree-of-freedom input device
US5917493A (en) 1996-04-17 1999-06-29 Hewlett-Packard Company Method and apparatus for randomly generating information for subsequent correlating
US5881366A (en) 1996-05-01 1999-03-09 Logitech, Inc. Wireless peripheral interface
US6516466B1 (en) 1996-05-02 2003-02-04 Vincent C. Jackson Method and apparatus for portable digital entertainment system
US6151009A (en) 1996-08-21 2000-11-21 Carnegie Mellon University Method and apparatus for merging real and synthetic images
US6400374B2 (en) 1996-09-18 2002-06-04 Eyematic Interfaces, Inc. Video superposition system and method
US5930383A (en) 1996-09-24 1999-07-27 Netzer; Yishay Depth sensing camera systems and methods
US5832931A (en) 1996-10-30 1998-11-10 Photogen, Inc. Method for improved selectivity in photo-activation and detection of molecular diagnostic agents
NL1004648C2 (en) 1996-11-11 1998-05-14 Johan Michiel Schaaij Computer game system.
US5914723A (en) 1996-12-30 1999-06-22 Sun Microsystems, Inc. Method and system for converting images in computer systems
US6243491B1 (en) 1996-12-31 2001-06-05 Lucent Technologies Inc. Methods and apparatus for controlling a video system with visually recognized props
US6021219A (en) 1997-01-07 2000-02-01 Lucent Technologies Inc. Methods and apparatus for distinguishing among several visual patterns
US5850473A (en) 1997-01-07 1998-12-15 Lucent Technologies Inc. Method and apparatus for compensating for color variation in a video system
US5796354A (en) 1997-02-07 1998-08-18 Reality Quest Corp. Hand-attachable controller with direction sensing
US5993314A (en) 1997-02-10 1999-11-30 Stadium Games, Ltd. Method and apparatus for interactive audience participation by audio command
US6009210A (en) 1997-03-05 1999-12-28 Digital Equipment Corporation Hands-free interface to a virtual reality environment using head tracking
JP2001515646A (en) 1997-03-07 2001-09-18 スリーディーヴィー システムズ リミテッド Optical shutter
US6061055A (en) 1997-03-21 2000-05-09 Autodesk, Inc. Method of tracking objects with an imaging device
US6144367A (en) 1997-03-26 2000-11-07 International Business Machines Corporation Method and system for simultaneous operation of multiple handheld control devices in a data processing system
US6587573B1 (en) 2000-03-20 2003-07-01 Gentex Corporation System for controlling exterior vehicle lights
US8120652B2 (en) 1997-04-02 2012-02-21 Gentex Corporation System for controlling vehicle equipment
JP3009633B2 (en) 1997-04-03 2000-02-14 コナミ株式会社 Image apparatus, image display method, and recording medium
US6215898B1 (en) 1997-04-15 2001-04-10 Interval Research Corporation Data processing system and method
US6809776B1 (en) 1997-04-23 2004-10-26 Thomson Licensing S.A. Control of video level by region and content of information displayed
US6428411B1 (en) 1997-05-02 2002-08-06 Konami Co., Ltd. Volleyball video game system
NO304715B1 (en) 1997-05-06 1999-02-01 Dimensions As Imaging Procedure
JP3183632B2 (en) 1997-06-13 2001-07-09 株式会社ナムコ Information storage medium and image generation device
US6075895A (en) 1997-06-20 2000-06-13 Holoplex Methods and apparatus for gesture recognition based on templates
US6094625A (en) 1997-07-03 2000-07-25 Trimble Navigation Limited Augmented vision for survey work and machine control
JP2001501348A (en) 1997-07-29 2001-01-30 コーニンクレッカ フィリップス エレクトロニクス エヌ ヴィ Three-dimensional scene reconstruction method, corresponding reconstruction device and decoding system
US6044181A (en) 1997-08-01 2000-03-28 Microsoft Corporation Focal length estimation method and apparatus for construction of panoramic mosaic images
US6720949B1 (en) 1997-08-22 2004-04-13 Timothy R. Pryor Man machine interfaces and applications
US20020036617A1 (en) 1998-08-21 2002-03-28 Timothy R. Pryor Novel man machine interfaces and applications
US6297838B1 (en) 1997-08-29 2001-10-02 Xerox Corporation Spinning as a morpheme for a physical manipulatory grammar
US6031934A (en) 1997-10-15 2000-02-29 Electric Planet, Inc. Computer vision system for subject characterization
US6101289A (en) 1997-10-15 2000-08-08 Electric Planet, Inc. Method and apparatus for unencumbered capture of an object
AU1099899A (en) 1997-10-15 1999-05-03 Electric Planet, Inc. Method and apparatus for performing a clean background subtraction
JPH11154240A (en) 1997-11-20 1999-06-08 Nintendo Co Ltd Image producing device to produce image by using fetched image
US6166744A (en) 1997-11-26 2000-12-26 Pathfinder Systems, Inc. System for combining virtual images with real-world scenes
US6677987B1 (en) 1997-12-03 2004-01-13 8×8, Inc. Wireless user-interface arrangement and method
US6762794B1 (en) 1997-12-03 2004-07-13 Canon Kabushiki Kaisha Image pick-up apparatus for stereoscope
US6195104B1 (en) 1997-12-23 2001-02-27 Philips Electronics North America Corp. System and method for permitting three-dimensional navigation through a virtual reality environment using camera-based gesture inputs
US6160540A (en) 1998-01-12 2000-12-12 Xerox Company Zoomorphic computer user interface
US6134346A (en) 1998-01-16 2000-10-17 Ultimatte Corp Method for removing from an image the background surrounding a selected object
DE69810968T2 (en) 1998-02-08 2003-11-27 3Dv Systems Ltd OPTICAL LOCK WITH LARGE PANEL OPENING
US6115052A (en) 1998-02-12 2000-09-05 Mitsubishi Electric Information Technology Center America, Inc. (Ita) System for reconstructing the 3-dimensional motions of a human figure from a monocularly-viewed image sequence
US6175343B1 (en) 1998-02-24 2001-01-16 Anivision, Inc. Method and apparatus for operating the overlay of computer-generated effects onto a live image
US6037942A (en) 1998-03-10 2000-03-14 Magellan Dis, Inc. Navigation system character input device
US6411392B1 (en) 1998-04-15 2002-06-25 Massachusetts Institute Of Technology Method and apparatus for data hiding in printed images
US6173059B1 (en) 1998-04-24 2001-01-09 Gentner Communications Corporation Teleconferencing system with visual feedback
US6593956B1 (en) 1998-05-15 2003-07-15 Polycom, Inc. Locating an audio source
US6473516B1 (en) 1998-05-22 2002-10-29 Asa Systems, Inc. Large capacity steganography
JP3646969B2 (en) 1998-05-25 2005-05-11 富士通株式会社 3D image display device
JP3841132B2 (en) 1998-06-01 2006-11-01 株式会社ソニー・コンピュータエンタテインメント Input position detection device and entertainment system
FR2780176B1 (en) 1998-06-17 2001-01-26 Gabriel Guary SHOOTING GUN FOR VIDEO GAME
JP2000020163A (en) 1998-06-30 2000-01-21 Sony Corp Information processor
US6504535B1 (en) 1998-06-30 2003-01-07 Lucent Technologies Inc. Display techniques for three-dimensional virtual reality
IL125221A0 (en) 1998-07-06 1999-03-12 Toy Control Ltd Motion activation using passive sound source
US7121946B2 (en) 1998-08-10 2006-10-17 Cybernet Systems Corporation Real-time head tracking system for computer games and other applications
US6256398B1 (en) 1998-08-22 2001-07-03 Kenneth H. P. Chang Encoding and decoding a message within an image
US6970183B1 (en) 2000-06-14 2005-11-29 E-Watch, Inc. Multimedia surveillance and monitoring system including network configuration
US6621938B1 (en) 1998-09-18 2003-09-16 Fuji Photo Film Co., Ltd. Image capture apparatus and method
US6184863B1 (en) 1998-10-13 2001-02-06 The George Washington University Direct pointing apparatus and method therefor
DE19849515C1 (en) 1998-10-19 2000-12-28 Gerhard Wergen Method for transferring characters in particular to a computer and input device using this method
US6307568B1 (en) 1998-10-28 2001-10-23 Imaginarix Ltd. Virtual dressing over the internet
US6409602B1 (en) 1998-11-06 2002-06-25 New Millenium Gaming Limited Slim terminal gaming system
JP2000172431A (en) 1998-12-09 2000-06-23 Sony Corp Information input device and game device
US6533420B1 (en) 1999-01-22 2003-03-18 Dimension Technologies, Inc. Apparatus and method for generating and projecting autostereoscopic images
US7139767B1 (en) 1999-03-05 2006-11-21 Canon Kabushiki Kaisha Image processing apparatus and database
JP2000261752A (en) 1999-03-05 2000-09-22 Hewlett Packard Co <Hp> Device for recording and reproducing image having sound
JP2000259856A (en) 1999-03-09 2000-09-22 Nippon Telegr & Teleph Corp <Ntt> Method and device for displaying three-dimensional computer graphics
US6323942B1 (en) 1999-04-30 2001-11-27 Canesta, Inc. CMOS-compatible three-dimensional image sensor IC
US7164413B2 (en) 1999-05-19 2007-01-16 Digimarc Corporation Enhanced input peripheral
US6791531B1 (en) 1999-06-07 2004-09-14 Dot On, Inc. Device and method for cursor motion control calibration and object selection
JP2000350865A (en) 1999-06-11 2000-12-19 Mr System Kenkyusho:Kk Game device for composite real space, image processing method therefor and program storage medium
JP2000350859A (en) 1999-06-11 2000-12-19 Mr System Kenkyusho:Kk Marker arranging method and composite reality really feeling device
JP2000356972A (en) 1999-06-15 2000-12-26 Pioneer Electronic Corp Device and method for driving light emitting panel
US6952198B2 (en) 1999-07-06 2005-10-04 Hansen Karl C System and method for communication with enhanced optical pointer
US6819318B1 (en) 1999-07-23 2004-11-16 Z. Jason Geng Method and apparatus for modeling via a three-dimensional image mosaic system
US6545706B1 (en) 1999-07-30 2003-04-08 Electric Planet, Inc. System, method and article of manufacture for tracking a head of a camera-generated image of a person
US6417836B1 (en) 1999-08-02 2002-07-09 Lucent Technologies Inc. Computer input device having six degrees of freedom for controlling movement of a three-dimensional object
JP2001056742A (en) 1999-08-19 2001-02-27 Alps Electric Co Ltd Input device
US6556704B1 (en) 1999-08-25 2003-04-29 Eastman Kodak Company Method for forming a depth image from digital image data
WO2001018563A1 (en) 1999-09-08 2001-03-15 3Dv Systems, Ltd. 3d imaging system
CN1284381C (en) 1999-09-17 2006-11-08 自然工艺株式会社 Image pickup system, image processor, and camera
US6441825B1 (en) 1999-10-04 2002-08-27 Intel Corporation Video token tracking system for animation
JP3847058B2 (en) 1999-10-04 2006-11-15 任天堂株式会社 GAME SYSTEM AND GAME INFORMATION STORAGE MEDIUM USED FOR THE SAME
US6753849B1 (en) 1999-10-27 2004-06-22 Ken Curran & Associates Universal remote TV mouse
US20050037844A1 (en) 2002-10-30 2005-02-17 Nike, Inc. Sigils for use with apparel
JP4403474B2 (en) 1999-12-09 2010-01-27 ソニー株式会社 Tactile sense presentation mechanism and force-tactile sense presentation device using the same
AU2072601A (en) 1999-12-09 2001-06-18 Zephyr Media, Inc. System and method for integration of a universally publicly accessible global network
US6785329B1 (en) 1999-12-21 2004-08-31 Microsoft Corporation Automatic video object extraction
KR100384406B1 (en) 2000-01-24 2003-05-22 (주) 베스트소프트 A program drive divice for computer
US20010056477A1 (en) 2000-02-15 2001-12-27 Mcternan Brennan J. Method and system for distributing captured motion data over a network
WO2001064481A2 (en) 2000-03-02 2001-09-07 Donnelly Corporation Video mirror systems incorporating an accessory module
JP2001265275A (en) 2000-03-16 2001-09-28 Olympus Optical Co Ltd Picture display device
US6676522B2 (en) 2000-04-07 2004-01-13 Igt Gaming system including portable game devices
US6924787B2 (en) 2000-04-17 2005-08-02 Immersion Corporation Interface for controlling a graphical image
US20020010655A1 (en) 2000-05-25 2002-01-24 Realitybuy, Inc. Real time, three-dimensional, configurable, interactive product display system and method
US20020056114A1 (en) 2000-06-16 2002-05-09 Fillebrown Lisa A. Transmitter for a personal wireless network
TW527518B (en) 2000-07-14 2003-04-11 Massachusetts Inst Technology Method and system for high resolution, ultra fast, 3-D imaging
US6795068B1 (en) 2000-07-21 2004-09-21 Sony Computer Entertainment Inc. Prop input device and method for mapping an object from a two-dimensional camera image to a three-dimensional space for controlling action in a game program
AUPQ896000A0 (en) 2000-07-24 2000-08-17 Seeing Machines Pty Ltd Facial image processing system
AU2001287948A1 (en) 2000-07-24 2002-02-05 Herman Ehrenburg Computer-compatible, color-coded manual input system
US7227526B2 (en) 2000-07-24 2007-06-05 Gesturetek, Inc. Video-based image control system
US20020094189A1 (en) 2000-07-26 2002-07-18 Nassir Navab Method and system for E-commerce video editing
JP3561463B2 (en) 2000-08-11 2004-09-02 コナミ株式会社 Virtual camera viewpoint movement control method and 3D video game apparatus in 3D video game
JP4815661B2 (en) 2000-08-24 2011-11-16 ソニー株式会社 Signal processing apparatus and signal processing method
US7071914B1 (en) 2000-09-01 2006-07-04 Sony Computer Entertainment Inc. User input device and method for interaction with graphic images
AU2002248131A1 (en) 2000-09-08 2002-08-12 Honeywell International Inc. Pilot internet practice system and methods
US6884171B2 (en) 2000-09-18 2005-04-26 Nintendo Co., Ltd. Video game distribution network
FR2814965A1 (en) 2000-10-11 2002-04-12 Janick Simeray Remote communicating game personal computer having game transducers sound/ultrasonic signals transmitting and computer with microphone processing detections/identifying signals/computer programme interacting.
US7061507B1 (en) 2000-11-12 2006-06-13 Bitboys, Inc. Antialiasing method and apparatus for video applications
JP2002157607A (en) 2000-11-17 2002-05-31 Canon Inc System and method for image generation, and storage medium
US20020083461A1 (en) 2000-11-22 2002-06-27 Hutcheson Stewart Douglas Method and system for providing interactive services over a wireless communications network
KR100385563B1 (en) 2000-12-01 2003-05-27 한국과학기술원 Spectrophotometer With Driving Means And Intensity Of Light Measurement Method
US6751338B1 (en) 2000-12-15 2004-06-15 Cognex Corporation System and method of using range image data with machine vision tools
US20020085097A1 (en) 2000-12-22 2002-07-04 Colmenarez Antonio J. Computer vision-based wireless pointing system
AU2002303082A1 (en) 2001-01-26 2002-09-12 Zaxel Systems, Inc. Real-time virtual viewpoint in simulated reality environment
DE10103922A1 (en) 2001-01-30 2002-08-01 Physoptics Opto Electronic Gmb Interactive data viewing and operating system
US6741741B2 (en) 2001-02-01 2004-05-25 Xerox Corporation System and method for automatically detecting edges of scanned documents
US6789967B1 (en) 2001-02-02 2004-09-14 George Forester Distal chording keyboard
US20020134151A1 (en) 2001-02-05 2002-09-26 Matsushita Electric Industrial Co., Ltd. Apparatus and method for measuring distances
US6746124B2 (en) 2001-02-06 2004-06-08 Robert E. Fischer Flashlight producing uniform high brightness
US7116330B2 (en) 2001-02-28 2006-10-03 Intel Corporation Approximating motion using a three-dimensional model
US6931596B2 (en) 2001-03-05 2005-08-16 Koninklijke Philips Electronics N.V. Automatic positioning of display depending upon the viewer's location
GB2376397A (en) 2001-06-04 2002-12-11 Hewlett Packard Co Virtual or augmented reality
JP2002369969A (en) 2001-06-15 2002-12-24 Sun Corp Program for communication game, adapter and game terminal
JP2003018604A (en) 2001-07-04 2003-01-17 Matsushita Electric Ind Co Ltd Image signal encoding method, device thereof and recording medium
US20030014212A1 (en) 2001-07-12 2003-01-16 Ralston Stuart E. Augmented vision system using wireless communications
JP3611807B2 (en) 2001-07-19 2005-01-19 コナミ株式会社 Video game apparatus, pseudo camera viewpoint movement control method and program in video game
KR20030009919A (en) 2001-07-24 2003-02-05 삼성전자주식회사 Inputting device for computer game having inertial sense
US7039253B2 (en) 2001-07-24 2006-05-02 Casio Computer Co., Ltd. Image display device, image display method, program, and projection system
US7148922B2 (en) 2001-08-02 2006-12-12 Olympus Optical Co., Ltd. Electronic camera which detects flash influence on an image and controls white balance in accordance with the flash influence
JP3442754B2 (en) 2001-08-10 2003-09-02 株式会社コナミコンピュータエンタテインメント東京 Gun shooting game apparatus, computer control method and program
US6964480B2 (en) 2001-08-31 2005-11-15 Metrologic Instruments, Inc. Ophthalmic instrument having adaptive optic subsystem with multiple stage phase compensator
KR100846761B1 (en) 2001-09-11 2008-07-16 삼성전자주식회사 Pointer control method, pointing apparatus and host apparatus therefor
JP2003114640A (en) 2001-10-04 2003-04-18 Nec Corp Plasma display panel and its driving method
JP4028708B2 (en) 2001-10-19 2007-12-26 株式会社コナミデジタルエンタテインメント GAME DEVICE AND GAME SYSTEM
US20030093591A1 (en) 2001-11-09 2003-05-15 David Hohl System and method for fast data transfer to display driver
FR2832892B1 (en) 2001-11-27 2004-04-02 Thomson Licensing Sa SPECIAL EFFECTS VIDEO CAMERA
US20030100363A1 (en) 2001-11-28 2003-05-29 Ali Guiseppe C. Method and apparatus for inputting appearance of computer operator into a computer program
US20040070565A1 (en) 2001-12-05 2004-04-15 Nayar Shree K Method and apparatus for displaying images
KR20030048570A (en) 2001-12-12 2003-06-25 한국전자통신연구원 A keypad assembly with the supplementary buttons and its operating method
US7106366B2 (en) 2001-12-19 2006-09-12 Eastman Kodak Company Image capture system incorporating metadata to facilitate transcoding
US7305114B2 (en) 2001-12-26 2007-12-04 Cognex Technology And Investment Corporation Human/machine interface for a machine vision sensor and method for installing and operating the same
US7436887B2 (en) 2002-02-06 2008-10-14 Playtex Products, Inc. Method and apparatus for video frame sequence-based object tracking
US6990639B2 (en) 2002-02-07 2006-01-24 Microsoft Corporation System and process for controlling electronic components in a ubiquitous computing environment using multimodal integration
US20030160862A1 (en) 2002-02-27 2003-08-28 Charlier Michael L. Apparatus having cooperating wide-angle digital camera system and microphone array
US6847311B2 (en) 2002-03-28 2005-01-25 Motorola Inc. Method and apparatus for character entry in a wireless communication device
GB2388418A (en) 2002-03-28 2003-11-12 Marcus James Eales Input or pointing device with a camera
US7006009B2 (en) 2002-04-01 2006-02-28 Key Energy Services, Inc. Servicing system for wells
US20030199324A1 (en) 2002-04-23 2003-10-23 Xiaoling Wang Apparatus and a method for more realistic shooting video games on computers or similar devices using visible or invisible light
JP2004021345A (en) 2002-06-12 2004-01-22 Toshiba Corp Image processing device and its method
US20030232649A1 (en) 2002-06-18 2003-12-18 Gizis Alexander C.M. Gaming system and method
US20040001082A1 (en) 2002-06-26 2004-01-01 Amir Said System and method of interaction with a computer controlled image display system using a projected light source
JP5109221B2 (en) 2002-06-27 2012-12-26 新世代株式会社 Information processing device equipped with an input system using a stroboscope
CA2390072C (en) 2002-06-28 2018-02-27 Adrian Gh Podoleanu Optical mapping apparatus with adjustable depth resolution and multiple functionality
US7227976B1 (en) 2002-07-08 2007-06-05 Videomining Corporation Method and system for real-time facial image enhancement
US7970147B2 (en) 2004-04-07 2011-06-28 Sony Computer Entertainment Inc. Video game controller with noise canceling logic
US8797260B2 (en) 2002-07-27 2014-08-05 Sony Computer Entertainment Inc. Inertially trackable hand-held controller
US7697700B2 (en) 2006-05-04 2010-04-13 Sony Computer Entertainment Inc. Noise removal for electronic device with far field microphone on console
US7623115B2 (en) 2002-07-27 2009-11-24 Sony Computer Entertainment Inc. Method and apparatus for light input device
US7545926B2 (en) 2006-05-04 2009-06-09 Sony Computer Entertainment Inc. Echo and noise cancellation
US7102615B2 (en) 2002-07-27 2006-09-05 Sony Computer Entertainment Inc. Man-machine interface using a deformable device
US8073157B2 (en) 2003-08-27 2011-12-06 Sony Computer Entertainment Inc. Methods and apparatus for targeted sound detection and characterization
US7809145B2 (en) 2006-05-04 2010-10-05 Sony Computer Entertainment Inc. Ultra small microphone array
US7783061B2 (en) 2003-08-27 2010-08-24 Sony Computer Entertainment Inc. Methods and apparatus for the targeted sound detection
US7613310B2 (en) 2003-08-27 2009-11-03 Sony Computer Entertainment Inc. Audio input system
US20040017355A1 (en) 2002-07-24 2004-01-29 Youngtack Shim Cursor control systems and methods
US20070015559A1 (en) 2002-07-27 2007-01-18 Sony Computer Entertainment America Inc. Method and apparatus for use in determining lack of user activity in relation to a system
US9474968B2 (en) 2002-07-27 2016-10-25 Sony Interactive Entertainment America Llc Method and system for applying gearing effects to visual tracking
US7918733B2 (en) 2002-07-27 2011-04-05 Sony Computer Entertainment America Inc. Multi-input game control mixer
US7760248B2 (en) 2002-07-27 2010-07-20 Sony Computer Entertainment Inc. Selective sound source listening in conjunction with computer interactive processing
US20070261077A1 (en) 2006-05-08 2007-11-08 Gary Zalewski Using audio/visual environment to select ads on game platform
US8139793B2 (en) 2003-08-27 2012-03-20 Sony Computer Entertainment Inc. Methods and apparatus for capturing audio signals based on a visual image
US10086282B2 (en) 2002-07-27 2018-10-02 Sony Interactive Entertainment Inc. Tracking device for use in obtaining information for controlling game program execution
US7803050B2 (en) 2002-07-27 2010-09-28 Sony Computer Entertainment Inc. Tracking device with sound emitter for use in obtaining information for controlling game program execution
US8313380B2 (en) 2002-07-27 2012-11-20 Sony Computer Entertainment America Llc Scheme for translating movements of a hand-held controller into inputs for a system
US20060264260A1 (en) 2002-07-27 2006-11-23 Sony Computer Entertainment Inc. Detectable and trackable hand-held controller
US20070061413A1 (en) 2005-09-15 2007-03-15 Larsen Eric J System and method for obtaining user information from voices
US7391409B2 (en) 2002-07-27 2008-06-24 Sony Computer Entertainment America Inc. Method and system for applying gearing effects to multi-channel mixed input
US7352359B2 (en) 2002-07-27 2008-04-01 Sony Computer Entertainment America Inc. Method and system for applying gearing effects to inertial tracking
US7627139B2 (en) 2002-07-27 2009-12-01 Sony Computer Entertainment Inc. Computer image and audio processing of intensity and input devices for interfacing with a computer program
US20070260517A1 (en) 2006-05-08 2007-11-08 Gary Zalewski Profile detection
US8233642B2 (en) 2003-08-27 2012-07-31 Sony Computer Entertainment Inc. Methods and apparatuses for capturing an audio signal based on a location of the signal
US7850526B2 (en) 2002-07-27 2010-12-14 Sony Computer Entertainment America Inc. System for tracking user manipulations within an environment
US20060256081A1 (en) 2002-07-27 2006-11-16 Sony Computer Entertainment America Inc. Scheme for detecting and tracking user manipulation of a game controller body
US20060282873A1 (en) 2002-07-27 2006-12-14 Sony Computer Entertainment Inc. Hand-held controller having detectable elements for tracking purposes
US8160269B2 (en) 2003-08-27 2012-04-17 Sony Computer Entertainment Inc. Methods and apparatuses for adjusting a listening area for capturing sounds
US8686939B2 (en) 2002-07-27 2014-04-01 Sony Computer Entertainment Inc. System, method, and apparatus for three-dimensional input control
US9393487B2 (en) 2002-07-27 2016-07-19 Sony Interactive Entertainment Inc. Method for mapping movements of a hand-held controller to game commands
US7854655B2 (en) 2002-07-27 2010-12-21 Sony Computer Entertainment America Inc. Obtaining input for controlling execution of a game program
US7039199B2 (en) 2002-08-26 2006-05-02 Microsoft Corporation System and process for locating a speaker using 360 degree sound source localization
US6917688B2 (en) 2002-09-11 2005-07-12 Nanyang Technological University Adaptive noise cancelling microphone system
US20040063480A1 (en) 2002-09-30 2004-04-01 Xiaoling Wang Apparatus and a method for more realistic interactive video games on computers or similar devices
EP1411461A1 (en) 2002-10-14 2004-04-21 STMicroelectronics S.r.l. User controlled device for sending control signals to an electric appliance, in particular user controlled pointing device such as mouse or joystick, with 3D-motion detection
US6995666B1 (en) 2002-10-16 2006-02-07 Luttrell Clyde K Cellemetry-operated railroad switch heater
JP2004145448A (en) 2002-10-22 2004-05-20 Toshiba Corp Terminal device, server device, and image processing method
WO2004041379A2 (en) 2002-10-30 2004-05-21 Nike Inc. Clothes with tracking marks for computer games
US8206219B2 (en) 2002-10-30 2012-06-26 Nike, Inc. Interactive gaming apparel for interactive gaming
US20040095327A1 (en) 2002-11-14 2004-05-20 Lo Fook Loong Alphanumeric data input system and method
US8012025B2 (en) 2002-12-13 2011-09-06 Applied Minds, Llc Video game controller hub with control input reduction and combination schemes
US7212308B2 (en) 2002-12-18 2007-05-01 Morgan Carol L Interactive photo kiosk
US20040140955A1 (en) 2003-01-21 2004-07-22 Metz Kristofer Erik Input device for a computer and method of operation
JP2004261236A (en) 2003-02-20 2004-09-24 Konami Co Ltd Game system
GB2398691B (en) 2003-02-21 2006-05-31 Sony Comp Entertainment Europe Control of data processing
GB2398690B (en) 2003-02-21 2006-05-10 Sony Comp Entertainment Europe Control of data processing
JP3849654B2 (en) 2003-02-21 2006-11-22 株式会社日立製作所 Projection display
US7519186B2 (en) 2003-04-25 2009-04-14 Microsoft Corporation Noise reduction systems and methods for voice applications
US7379559B2 (en) 2003-05-28 2008-05-27 Trw Automotive U.S. Llc Method and apparatus for determining an occupant's head location in an actuatable occupant restraining system
US6881147B2 (en) 2003-06-06 2005-04-19 Nyko Technologies, Inc. Video game controller with integrated microphone and speaker
TW571812U (en) 2003-06-11 2004-01-11 Vision Electronics Co Ltd Audio device for TV game machine
EP1489596B1 (en) 2003-06-17 2006-09-13 Sony Ericsson Mobile Communications AB Device and method for voice activity detection
US7116342B2 (en) 2003-07-03 2006-10-03 Sportsmedia Technology Corporation System and method for inserting content into an image sequence
JP2005046422A (en) 2003-07-30 2005-02-24 Samii Kk Game machine controller
US7874917B2 (en) 2003-09-15 2011-01-25 Sony Computer Entertainment Inc. Methods and systems for enabling depth and direction detection when interfacing with a computer program
CA2544183A1 (en) 2003-10-28 2005-05-19 Welch Allyn, Inc. Digital documenting ophthalmoscope
US20050105777A1 (en) 2003-11-18 2005-05-19 Kozlowski William J.Jr. Personalized multimedia summary
US7734729B2 (en) 2003-12-31 2010-06-08 Amazon Technologies, Inc. System and method for obtaining information relating to an item of commerce using a portable imaging device
US7296007B1 (en) 2004-07-06 2007-11-13 Ailive, Inc. Real time context learning by software agents
US7263462B2 (en) 2004-07-30 2007-08-28 Ailive, Inc. Non-disruptive embedding of specialized elements
US7613610B1 (en) 2005-03-14 2009-11-03 Escription, Inc. Transcription data extraction
KR100630118B1 (en) * 2005-04-21 2006-09-27 삼성전자주식회사 Internetwork optical fiber sharing system
US7927216B2 (en) 2005-09-15 2011-04-19 Nintendo Co., Ltd. Video game system with wireless modular handheld controller
US7620316B2 (en) 2005-11-28 2009-11-17 Navisense Method and device for touchless control of a camera
US7834850B2 (en) 2005-11-29 2010-11-16 Navisense Method and system for object control
US7636645B1 (en) 2007-06-18 2009-12-22 Ailive Inc. Self-contained inertial navigation system for interactive control using movable controllers
JP4481280B2 (en) 2006-08-30 2010-06-16 富士フイルム株式会社 Image processing apparatus and image processing method
US8277316B2 (en) 2006-09-14 2012-10-02 Nintendo Co., Ltd. Method and apparatus for using a common pointing input to control 3D viewpoint and object targeting
US20080311990A1 (en) * 2007-06-13 2008-12-18 Cheng Uei Precision Industry Co., Ltd. Position system for interactive gaming device and method using the same
US7937243B2 (en) 2007-08-03 2011-05-03 Ailive, Inc. Method and apparatus for non-disruptive embedding of specialized elements
US8419545B2 (en) 2007-11-28 2013-04-16 Ailive, Inc. Method and system for controlling movements of objects in a videogame
US20090221368A1 (en) 2007-11-28 2009-09-03 Ailive Inc., Method and system for creating a shared game space for a networked game
US20110009194A1 (en) * 2007-12-06 2011-01-13 Oz Gabai Acoustic motion capture
US8655622B2 (en) 2008-07-05 2014-02-18 Ailive, Inc. Method and apparatus for interpreting orientation invariant motion

Patent Citations (6)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US4264072A (en) * 1978-05-26 1981-04-28 Chalmers John E Electronic game apparatus
US20020107069A1 (en) * 2000-12-06 2002-08-08 Nikon Corporation Game machine, method of performing game and computer-readable medium
US20050150697A1 (en) * 2002-04-15 2005-07-14 Nathan Altman Method and system for obtaining positioning data
EP1764140A1 (en) * 2005-09-14 2007-03-21 Nintendo Co., Limited Storage medium storing virtual position determining program
US20090002316A1 (en) * 2007-01-31 2009-01-01 Broadcom Corporation Mobile communication device with game application for use in conjunction with a remote mobile communication device and methods for use therewith
US20080318679A1 (en) * 2007-06-21 2008-12-25 Alexander Bach Tran Foot game controller with motion detection and/or position detection

Non-Patent Citations (3)

* Cited by examiner, † Cited by third party
Title
JAY SUMMET AND RAHUL SUKTHANKAR: "Tracking Locations of Moving Hand-Held Displays Using Projected Light" LECTURE NOTES IN COMPUTER SCIENCE (PERVASIVE COMPUTING), vol. 3468/2005, 2005, pages 37-46, XP002601789 *
Johnny Chung Lee: "Projector-Based Location Discovery and Tracking"[Online] 2008, XP002601796 Carnegie Mellon University, Pittsburgh, PA Thesis. Human Computer Interaction Institute School of Computer Science, Carnegie Mellon University, Pittsburgh, PA Retrieved from the Internet: URL:http://johnnylee.net/projects/thesis/thesis_document.pdf> [retrieved on 2010-09-28] *
LEE, JOHNNY C. AND HUDSON, SCOTT E. AND SUMMET, JAY W. AND DIETZ, PAUL H.: "Moveable interactive projected displays using projector based tracking" PROCEEDINGS OF THE 18TH ANNUAL ACM SYMPOSIUM ON USER INTERFACE SOFTWARE AND TECHNOLOGY, 23 October 2005 (2005-10-23), pages 63-72, XP002601782 ISBN: 1-59593-271-2 *

Cited By (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US10610788B2 (en) 2011-04-21 2020-04-07 Sony Interactive Entertainment Inc. User identified to a controller
ITMC20120045A1 (en) * 2012-05-14 2013-11-15 Clementoni S P A ELECTRONIC GAME SYSTEM.

Also Published As

Publication number Publication date
US20100285879A1 (en) 2010-11-11
BRPI1007746B1 (en) 2020-05-12
BRPI1007746A2 (en) 2016-08-09
US8393964B2 (en) 2013-03-12
WO2010129150A3 (en) 2010-12-29

Similar Documents

Publication Publication Date Title
US8393964B2 (en) Base station for position location
US8142288B2 (en) Base station movement detection and compensation
US11317076B2 (en) Peripheral device having sensors for capturing changes in spatial position
US11413525B2 (en) Device for interfacing with a computing program using a projected pattern
US10076703B2 (en) Systems and methods for determining functionality of a display device based on position, orientation or motion
EP2470277B1 (en) Portable device interaction via motion sensitive controller
US8870654B2 (en) Gaming controller
US8888593B2 (en) Directional input for a video game
WO2011063297A1 (en) Systems and methods for determining controller functionality based on position, orientation or motion

Legal Events

Date Code Title Description
121 Ep: the epo has been informed by wipo that ep was designated in this application

Ref document number: 10717931

Country of ref document: EP

Kind code of ref document: A2

NENP Non-entry into the national phase

Ref country code: DE

122 Ep: pct application non-entry in european phase

Ref document number: 10717931

Country of ref document: EP

Kind code of ref document: A2

REG Reference to national code

Ref country code: BR

Ref legal event code: B01A

Ref document number: PI1007746

Country of ref document: BR

ENP Entry into the national phase

Ref document number: PI1007746

Country of ref document: BR

Kind code of ref document: A2

Effective date: 20111108