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EP-4741029-A1 - GRAPHICAL OVERLAY METHOD

EP4741029A1EP 4741029 A1EP4741029 A1EP 4741029A1EP-4741029-A1

Abstract

The present disclosure provides a method of providing a graphical overlay on a display of a computing device to a user in a gameplay environment as well as a corresponding device and non-transitory computer-readable medium. The gameplay environment comprises a plurality of non-user players, a user player under the control of the user, and a virtual object that the user player can interact with. The method comprises providing, on the display of the computing device, a first marker indicating a direction from which a virtual object will be received by a user player in the gameplay environment, and providing, on the display of the computing device, a second marker indicating a direction in which the virtual object is to be passed by the user player in the gameplay environment.

Inventors

  • THATCHER, GARETH
  • ETCHES, Andy
  • DICKINSON, ADAM

Assignees

  • Mi Hiepa Scout Limited

Dates

Publication Date
20260513
Application Date
20250528

Claims (15)

  1. A method of providing a graphical overlay, on a display of a computing device, to a user in a gameplay environment comprising a plurality of non-user players, a user player under the control of the user, and a virtual object that the user player can interact with, the method comprising: providing, on the display of the computing device, a first marker indicating a direction from which a virtual object will be received by a user player in the gameplay environment; and providing, on the display of the computing device, a second marker indicating a direction in which virtual object is to be passed by the user player in the gameplay environment.
  2. The method of any preceding claim, wherein the first marker comprises a first arrow to indicate a direction from which the virtual object will be received; and wherein the first arrow points inwards towards the user player from the direction in which the virtual object will be received; or wherein the first arrow points outwards from the user player to the direction in which the virtual object will be received.
  3. The method of any preceding claim, wherein the second marker comprises a second arrow to indicate a direction from which the virtual object will be received; and wherein the second arrow points inwards towards the user player in the direction in which the virtual object is to be passed; or wherein the second arrow points outwards from the user player in the direction in which the virtual object is to be passed.
  4. The method of any preceding claim, wherein the first marker comprises a first ring centred on the user player, the first ring having an indicator portion to indicate a direction from which the virtual object is to be received, the indicator portion being visually distinguishable from the remainder of the first ring; wherein optionally a left hand side of the first ring relative to the indicator portion of the first ring is distinguished from a right hand side of the first ring relative to the indicator portion of the first ring by one or more of a difference in colour, thickness, transparency, and brightness between the left hand side and the right hand side.
  5. The method of any preceding claim, wherein the second marker comprises a second ring centred on the user player, the second ring having an indicator portion to indicate a direction in which the virtual object is to be passed, the indicator portion being visually distinguishable from the remainder of the second ring; wherein optionally a left hand side of the second ring relative to the indicator portion of the second ring is distinguished from a right hand side of the second ring relative to the indicator portion of the second ring by one or more of a difference in colour, thickness, transparency, and brightness between the left hand side and the right hand side.
  6. The method of any preceding claim, further comprising providing a position marker disposed above a non-user player to whom the virtual object is to be passed.
  7. The method of claim 6, wherein the position marker indicates when the virtual object is to be received at the non-user player to whom the virtual object is to be passed by changing one or more of colour, size, shape, brightness, and transparency; wherein optionally the position marker provides a visual representation of a countdown to when the virtual object is to be received at the non-user player to whom the virtual object is to be passed.
  8. The method of any preceding claim, further comprising providing a target marker around the non-user player to whom the virtual object is to be passed.
  9. The method of claim 8, wherein the target marker comprises a back wall rising vertically from or near a ground plane in the gameplay setting; wherein optionally the target marker moves around the non-user player to whom the virtual object is to be passed such that the non-user player to whom the virtual object is to be passed is always positioned between the user player and the back wall.
  10. The method of any preceding claim, wherein the gameplay environment is presented from a first person perspective of the user player on the display of the computing device.
  11. The method of any preceding claim, wherein the plurality of non-user players are configured to move according to a pre-set pattern and the virtual object is configured to move on a pre-set path until interacted with by the user player; wherein the pre-set pattern of the plurality of non-user players and the pre-set path of the virtual object correspond to captured real world motion of a corresponding plurality of players and an object in the real world.
  12. The method of claim 11, wherein the captured real world motion is cleaned prior to being used to generate the pre-set pattern of the plurality of non-user players and the pre-set path of the virtual object.
  13. The method of claim 11 or 12, further comprising, after the user has passed the virtual object in the gameplay environment, determining an accuracy of the pass compared to a corresponding real world pass captured in the real world motion data.
  14. A non-transitory computer-readable storage medium storing instructions that, when executed by a processor, cause the processor to perform the method of any preceding claim.
  15. A device for providing a graphical overlay in a gameplay environment, the device comprising: a display; a processor; and a memory storing instructions that, when executed by the processor, cause the processor to perform the method of any of claims 1 to 13.

Description

FIELD OF INVENTION The present disclosure relates generally to graphical overlays. More specifically, aspects of the disclosure pertain to methods and systems for providing graphical overlays in a gameplay environment. The disclosure may be particularly applicable to virtual reality and mixed reality applications that allow users to participate in and interact with recreated sports scenarios while receiving visual guidance and feedback. BACKGROUND Virtual reality (VR) and mixed reality (MR) technologies have advanced significantly in recent years, offering increasingly immersive and interactive experiences across various domains. In the realm of sports and gaming, these technologies have opened up new possibilities for simulating real-world athletic events and providing users with engaging, interactive experiences. Traditional sports video games have long allowed players to control virtual athletes in simulated matches, but these games often lack the level of immersion and authenticity that VR and MR can provide. One area of particular interest is the recreation of specific moments or plays from real sporting events. While highlight reels and video replays allow fans to relive exciting moments, they lack interactivity. Existing sports simulation games may offer generic scenarios or fictional matches, but they typically do not recreate specific, real-world plays with a high degree of accuracy. Current VR and MR sports experiences face several challenges in providing truly immersive and authentic simulations of real-world sporting moments. One significant issue is that current systems often struggle to provide clear and non-intrusive guidance to users within the virtual environment. This can make it difficult for players to understand their objectives, anticipate game events, or make split-second decisions as they would in a real sporting scenario. It has been appreciated that graphical overlays in a gameplay environment that overcome one or more of these problems are needed, and that such graphical overlays may also address similar problems in other gameplay fields outside of VR and MR. SUMMARY OF INVENTION The invention is defined in the independent claims. Embodiments of the invention are set out in the dependent claims. In a first aspect, a method of providing a graphical overlay on a display of a computing device to a user in a gameplay environment is provided. The method comprises: providing, on the display of the computing device, a first marker indicating a direction from which a virtual object will be received by a user player in the gameplay environment; and providing, on the display of the computing device, a second marker indicating a direction in which the virtual object is to be passed by the user player in the gameplay environment. This method provides clear visual guidance to the user, enhancing their ability to anticipate and quickly respond to gameplay events. The first and second markers create an intuitive interface that improves user engagement and performance within the gameplay environment. The first marker may comprise a first arrow to indicate a direction from which the virtual object will be received. The first arrow may point inwards towards the user player from the direction in which the virtual object will be received; or the first arrow may point outwards from the user player to the direction in which the virtual object will be received. The second marker may comprise a second arrow to indicate a direction in which the virtual object will be received. The second arrow may point inwards towards the user player in the direction in which the virtual object is to be passed; or the second arrow may point outwards from the user player in the direction in which the virtual object is to be passed. Utilizing arrows as the first and/or second marker offers a simple and universally understood directional indicator, reducing cognitive load on the user and allowing for quick comprehension of incoming object trajectories. The first marker may comprise a first ring centred on the user player, the first ring having an indicator portion to indicate a direction from which the virtual object is to be received, the indicator portion being visually distinguishable from the remainder of the first ring. The use of a ring with a visually distinct indicator portion provides a 360-degree awareness tool for the user, allowing for quick and accurate perception of object trajectories from any direction. The indicator portion of the first ring may be visually distinguishable from the remainder of the first ring based on one or more of a difference in colour, thickness, transparency, and brightness. These visual differentiation techniques enhance the clarity and readability of the indicator, ensuring that users can quickly identify the relevant information even in complex or fast-paced gameplay scenarios. An interface between the indicator portion of the first ring and the remainder of the first ring may be a