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EP-4509192-B1 - ULTRA-WIDEBAND RADAR DEVICES FOR CLOUD-BASED GAMING CONTROL

EP4509192B1EP 4509192 B1EP4509192 B1EP 4509192B1EP-4509192-B1

Inventors

  • SCHARFENBERG, SCOTT D.

Dates

Publication Date
20260513
Application Date
20230117

Claims (11)

  1. A computer-implemented method for cloud-based gaming comprising: in response to a wearable display (116) receiving a video stream representative of an application (108) and displaying the video stream (108), transmitting a radar signal; determining, from the radar signal, motion data of a user of the wearable display; and generating one or more inputs (320) for the application based on the motion data of the user of the wearable display.
  2. The computer-implemented method of claim 1, further comprising: modifying the video stream based on the one or more inputs; and sending the modified video stream to the wearable display.
  3. The computer-implemented method of either of claims 1 or 2, further comprising: generating, at the wearable display, sensor data (305) associated with the user, wherein the one or more game inputs are further determined based on the sensor data associated with the user.
  4. The computer-implemented method of any of claims 1 to 3, further comprising: receiving, at an input device (120), one or more interactions, wherein the one or more game inputs are further determined based on input data representing the one or more interactions.
  5. The computer-implemented method of any of claims 1 to 4, further comprising: sending the one or more inputs to a cloud-based server (102) associated with the video stream.
  6. The computer-implemented method of any of claims 1 to 5, wherein the motion data indicates a position of the user of the wearable display.
  7. The computer-implemented method of any of claims 1 to 6, wherein the motion data indicates a position of the wearable display.
  8. The computer-implemented method of any of claims 1 to 7, wherein the wearable display is connected to a smart ecosystem (232) including an ecosystem device (228) configured to transmit the radar signal.
  9. The computer-implemented method of claim 8, wherein the ecosystem device comprises at least one of a smart hub, display, or sensor.
  10. The computer-implemented method of any of claims 1 to 9, wherein the radar signal comprises an ultra-wideband radar signal.
  11. A cloud-based gaming system (100) comprising: one or more cloud-based servers (102) communicatively coupled to one or more client systems (112) or smart ecosystems (112), each client system or smart ecosystem including: a wearable display (116) including one or more processors; and one or more ecosystem devices (228), wherein at least one ecosystem device includes one or more processor and a memory coupled to the one or more processors and storing executable instructions configured to manipulate the one or more processors to perform the computer-implemented method of any of claims 1-10.

Description

BACKGROUND Conventionally, virtual reality video gaming applications run on local hardware to produce virtual environments that are provided to a virtual reality headset worn by the user. To help ensure that the virtual environment of the virtual reality gaming application moves as a user moves, many virtual reality systems include one or more virtual reality base stations that must be placed around the user. These virtual reality base stations use laser-based optical sensors to determine the position and movement of the virtual reality headset and user. The reality video gaming application then changes the virtual environment based on the positions and movement so that the virtual environment changes as the user and virtual reality headset move. However, placing these virtual reality base stations around the user reduces the area in which the user can move, negatively impacting user experience. Further, using dedicated virtual reality base stations increases the number of elements required for a virtual reality system, causing the set-up of the virtual reality system to be more cumbersome. Additionally, to help ensure that the virtual environment of the virtual reality gaming application moves as a user moves, some virtual reality systems include one or more cameras integrated into the virtual reality headset that are used to determine the position and movement of the virtual reality headset and user. However, such cameras require high power to function, increasing the power consumption of the system. US 2020/289922 A1 and US 2020/271450 A1 disclose radar-based motion tracking of a wearable display. SUMMARY The proposed solution relates to a computer-implemented method for cloud-based gaming as stated in claim 1 and a cloud-based gaming system as stated in claim 11. BRIEF DESCRIPTION OF THE DRAWINGS The present disclosure may be better understood, and its numerous features and advantages are made apparent to those skilled in the art by referencing the accompanying drawings. The use of the same reference symbols in different drawings indicates similar or identical items. FIG. 1 is a block diagram of a cloud-based gaming system for single-player or multiplayer (including massively multiplayer) gaming, in accordance with some embodiments.FIG. 2 is a block diagram of a client system configured for implementing radar for cloud-based gaming inputs, in accordance with some embodiments.FIG. 3 is a signal flow diagram for an example process for implementing radar for cloud-based gaming, in accordance with some embodiments.FIG. 4 is a block diagram of an example processing device 400 for implementing radar for cloud-based gaming inputs is presented, in accordance with some embodiments.FIG. 5 is a flow diagram of an example method for implementing radar for cloud-based gaming inputs, in accordance with some embodiments. SUMMARY OF EMBODIMENTS According to an example embodiment, a method for cloud-based gaming can include, in response to a wearable display receiving a game stream, transmitting a radar signal. Further, the method can include determining, from an echo of the radar signal, motion data of a user of the wearable display and generating one or more game inputs based on the motion data of the user of the wearable display. The example method can further include modifying the game stream based on the one or more game inputs and sending the modified game stream to the wearable display. Additionally, the method can include generating, at the wearable display sensor data associated with the user, wherein the one or more game inputs are further determined based on the sensor data associated with the user. Further, the method may include receiving, at an input device, one or more interactions, wherein the one or more game inputs are further determined based on input data representing the one or more interactions. The method can also include sending the one or more game inputs to a cloud-based server associated with the game stream. The motion data can indicate a position of the user, a position of the wearable display, or both. Further, the wearable display may be connected to a smart ecosystem including an ecosystem device configured to transmit the radar signal. Also, the ecosystem device can include at least one of a smart hub, display, or sensor. Additionally, the radar signal may include an ultra-wideband radar signal. In another example embodiment, a method for cloud-based gaming may include, in response to initiating a client gaming session, receiving, from a wearable display, sensor data associated with a user of the wearable display, and, from an ecosystem device, radar data associated with the user of the wearable display. Additionally, the method can include determining one or more game inputs based on the sensor data and radar data associated with the user of the wearable display. The method can also include, in response to sending the one or more game inputs to a cloud-based server associated with the c