KR-102960918-B1 - Augmented reality enhanced gameplay using personal mobility systems
Abstract
AR-enhanced gameplay includes a course map containing multiple virtual objects, the map corresponds to real-world locations, and defines a track along which participants can ride personal mobility systems, such as scooters. The virtual objects are displayed in the fields of view of the participants' augmented reality devices at positions corresponding to real-world positions on the course. The proximity of the virtual objects' positions in the real world to the participants or their personal mobility systems is detected, and in response to the detection of proximity, the performance characteristics of the participants' personal mobility systems are modified.
Inventors
- 브라운, 에드문드 그레이브스
- 루카스, 벤자민
- 로드리구에즈 2세, 조나단 엠.
- 주앙, 리차드
Assignees
- 스냅 인코포레이티드
Dates
- Publication Date
- 20260508
- Application Date
- 20221027
- Priority Date
- 20211101
Claims (20)
- A method for providing interactive personal mobility systems performed by one or more processors, A step of receiving a map of a course including a plurality of virtual objects - said map corresponds to a location in the real world and defines a track along which the first and second participants can ride their respective first and second personal mobility systems -; A step of displaying a first virtual object on a first augmented reality wearable device corresponding to the first participant - the first virtual object is positioned in a position within the field of view of the first augmented reality device corresponding to a position in the real world on the course -; A step of displaying the first virtual object on a second augmented reality wearable device corresponding to the second participant - the first virtual object is positioned in a position within the field of view of the second augmented reality device corresponding to the position in the real world on the course -; A step of detecting the position of the first virtual object in the real world and the proximity of the first personal mobility system or the first participant; In response to the detection of the proximity, a step of transferring the first virtual object from the position in the real world to a position fixed to the steering element of the first personal mobility system on which the first participant is riding; A step of detecting the intersection between the position fixed to the steering element of the first personal mobility system and the first participant; and A step of modifying the performance characteristics of the first personal mobility system based on detecting the above intersection A method including
- A method according to claim 1, wherein the modification of the performance characteristics includes changing the maximum speed or maximum power of the first personal mobility system.
- A method according to claim 1, wherein the score value for the first participant is incremented or decremented in response to the detection of the proximity.
- A method according to claim 1, wherein, in response to the detection of the proximity, the virtual object is removed from the map of the course for the second participant.
- In paragraph 1, A step of determining the positions of the first and second participants on the course; and A method further comprising the step of displaying first and second state information on the first and second augmented reality wearable devices, respectively, based on the positions of the first and second participants on the course.
- In paragraph 5, the method wherein the first and second state information includes elapsed times and leaderboard information.
- A method according to claim 1, wherein the position in the real world is a position within a reference frame in the environment where the first personal mobility system is located.
- A method according to claim 1, wherein the steering element of the first personal mobility system is a handlebar of the first personal mobility system.
- As a computing device for enabling interactive personal mobility systems, processor; and A memory storing instructions that configure the device to perform a method according to any one of claims 1 to 8 when executed by the above processor. A computing device including
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- A non-transient computer-readable storage medium, wherein the computer-readable storage medium comprises instructions that, when executed by a computer, cause the computer to perform a method according to any one of claims 1 through 8.
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Description
Augmented reality enhanced gameplay using personal mobility systems Claim of priority This application claims the benefit of priority to U.S. Application No. 17/453,123 filed November 1, 2021, the entirety of which is incorporated herein by reference. Technology field The present disclosure generally relates to personal mobility systems (“PM systems”) and wearable devices (“AR wearable devices”) having displays for augmented or virtual reality. More specifically, it relates to interactions between a personal mobility device and a head-worn augmented reality device. In addition to ride-sharing platforms, the diversity and availability of personal mobility systems have increased explosively due to growing interest in the development of alternative modes of transportation. PM systems encompass all modes of powered personal transportation capable of transporting a user (and sometimes a passenger) from one place to another. These include, but are not limited to, powered scooters, bicycles, skateboards, unicycles, kayaks, paddleboards, and surfboards. Electric powered bicycles and scooters are sometimes referred to as e-bikes and e-scooters, respectively. Powered personal transportation may also include passenger cars, trucks, motorcycles, and boats. In addition to the physical agility and quick reflexes required for operation, electric scooters, electric bikes, and self-balancing electric scooters (e.g., Segway® Ninebot) present operational challenges and safety risks that require a higher level of user concentration and ability to operate safely. Accidents and hospitalizations have increased sharply as the density of PM systems in urban environments, combined with a general lack of user training and very chaotic and dynamic operating environments, has increased rapidly. Traditionally, PM systems are designed with few controls, few or extremely limited performance feedback indicators (e.g., LED or LCD battery or speed indicators), and without obstacle detection or avoidance systems. Due to the bare-bones nature of PM systems, integrating additional controls or performance indicators may not be feasible or safe. Meanwhile, AR wearable devices can be implemented with transparent or translucent displays that allow the user to see the surrounding environment. These devices enable the user to view the surrounding physical environment through the transparent or translucent display, and also to view objects created for the display (e.g., virtual objects such as 3D renderings, images, videos, text, etc.) that appear as part of the physical environment and/or overlaid on top of it. This is typically referred to as "augmented reality." AR wearable devices can display a virtual environment in which the user can move or be moved while completely blocking the user's visual field. This is typically referred to as "virtual reality." As used herein, the terms "augmented reality" or "AR" refer to both augmented reality and virtual reality as traditionally understood, unless the context indicates otherwise. In drawings that are not necessarily drawn to actual scale, similar numbers may describe similar components within different views. To facilitate the identification of a discussion of any specific element or action, the top digit or numbers of a reference number indicate the drawing number where the element is first introduced. Some non-limiting examples are illustrated in the drawings of the attached drawings: FIG. 1 is a perspective view of a wearable device according to some examples. FIG. 2 illustrates additional drawings of the augmented reality wearable device of FIG. 1 from the user's perspective, according to some examples. Figure 3 is a side view of a personal mobility system according to some examples. FIG. 4 illustrates a network environment suitable for operating AR wearable devices and personal mobility systems according to some examples. FIG. 5 is a drawing of an outdoor environment enhanced with AR elements displayed on the displays of the glasses of FIG. 1 according to one example. FIG. 6 is a drawing of a scooter handlebar in an outdoor environment, in which the scooter is reinforced with AR elements according to one example. FIG. 7 is a drawing of an outdoor environment enhanced with AR elements displayed on the displays of the glasses of FIG. 1 according to one example. FIG. 8 is a drawing of an outdoor environment enhanced with AR elements displayed on the displays of the glasses of FIG. 1 according to another example. FIG. 9 is a drawing of an outdoor environment enhanced with AR elements displayed on the displays of the glasses of FIG. 1 according to another example. FIG. 10 illustrates a user interface (1002) for an environment setup mode according to one example. FIG. 11 illustrates the user interface of FIG. 10 where a course has been created or is being created. FIG. 12 illustrates the user interface of FIG. 10, in which virtual objects (414) are placed on a course that is defined or being defined as