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KR-102963252-B1 - Ultra-wideband radar device for cloud-based game control

KR102963252B1KR 102963252 B1KR102963252 B1KR 102963252B1KR-102963252-B1

Abstract

The wearable display of the client system is configured to receive and display a game stream representing a game application running on a cloud-based game server. To assist in controlling the game application, the client system includes or is connected to a smart ecosystem comprising one or more ecosystem devices, each including a radar circuit. In response to the wearable display displaying the game stream, the ecosystem device is configured to transmit one or more radar signals toward the wearable display to generate radar data. Based on the radar data, the client system determines motion data for the wearable display, the user, or both, and generates one or more game inputs for the game application based on the determined motion data.

Inventors

  • 샤펜버그 스콧 디.

Assignees

  • 구글 엘엘씨

Dates

Publication Date
20260508
Application Date
20230117

Claims (20)

  1. As a cloud-based gaming method, A step of transmitting an ultra-wideband radar signal in response to a wearable display receiving a game stream; A step of receiving the echo of the above ultra-wideband radar signal; A step of determining the ToF (times of flight) of the above echo; A step of determining user motion data of the wearable display based on the ToF of the above-mentioned echo; and A cloud-based game method comprising the step of generating one or more game inputs based on motion data of a user of the wearable display.
  2. In paragraph 1, the cloud-based game method is, A step of modifying the game stream based on one or more of the above game inputs; and A cloud-based game method further comprising the step of transmitting the modified game stream to the wearable display.
  3. In paragraph 1, the cloud-based game method is, A cloud-based game method comprising, in the above-described wearable display, further including the step of generating sensor data associated with the user, wherein one or more game inputs are further determined based on the sensor data associated with the user.
  4. In paragraph 1, the cloud-based game method is, A cloud-based game method comprising further including the step of receiving one or more interactions in an input device, wherein the one or more game inputs are further determined based on input data representing the one or more interactions.
  5. In paragraph 1, the cloud-based game method is, A cloud-based game method further comprising the step of transmitting one or more game inputs to a cloud-based server associated with the game stream.
  6. A cloud-based game method according to claim 1, wherein the motion data indicates the location of the user of the wearable display.
  7. A cloud-based game method according to claim 1, wherein the motion data indicates the position of the wearable display.
  8. A cloud-based gaming method according to claim 1, wherein the wearable display is connected to a smart ecosystem comprising an ecosystem device configured to transmit the ultra-wideband radar signal.
  9. In claim 8, the above-mentioned ecosystem device comprises at least one of a smart hub, a display, and a sensor, in a cloud-based gaming method.
  10. delete
  11. As a cloud-based gaming method, In response to the start of a client game session, receiving sensor data associated with a user of the wearable display from a wearable display, and receiving an echo of an ultra-wideband radar signal associated with a user of the wearable display from an ecosystem device; A step of determining the ToF (times of flight) of the above echo; A step of determining the user's motion data of the wearable display based on the ToF of the above-mentioned echo; A step of determining one or more game inputs based on the sensor data and motion data associated with the user of the wearable display; and A cloud-based game method comprising the step of receiving a modified game stream based on the one or more game inputs in response to transmitting the one or more game inputs to a cloud-based server associated with the client game session.
  12. In Clause 11, the cloud-based game method is, A step of generating a game stream on the cloud-based server associated with the client game session; and A cloud-based game method comprising further a step of modifying the game stream based on one or more game inputs.
  13. In claim 11, the wearable display and ecosystem device is a cloud-based gaming method included within a smart ecosystem.
  14. In claim 11, the cloud-based game method, wherein the ecosystem device comprises a radar circuit configured to transmit an ultra-wideband radar signal.
  15. In Clause 11, the cloud-based game method is, A cloud-based game method further comprising the step of receiving input data from an input device representing one or more interactions with said input device, wherein said one or more game inputs are determined additionally based on said input data.
  16. delete
  17. In claim 11, the above-mentioned ecosystem device comprises at least one of a smart hub, a display, or a sensor, in a cloud-based gaming method.
  18. delete
  19. In claim 11, a cloud-based game method wherein the motion data indicates the location of the user of the wearable display.
  20. In claim 11, a cloud-based game method in which the motion data indicates the position of the wearable display.

Description

Ultra-wideband radar device for cloud-based game control Generally, virtual reality video game applications run on local hardware to create a virtual environment delivered to the virtual reality headset worn by the user. To ensure that the virtual environment of a virtual reality game application moves in accordance with the user's movements, many virtual reality systems include one or more virtual reality base stations that must be placed around the user. These base stations use laser-based optical sensors to determine the position and movement of the virtual reality headset and the user. The virtual video game application then modifies the virtual environment based on this position and movement so that the virtual environment changes according to the movements of the user and the virtual reality headset. However, placing these base stations around the user reduces the area in which the user can move, negatively impacting the user experience. Additionally, using dedicated base stations increases the number of elements required for the virtual reality system, making the system setup more cumbersome. Furthermore, to help the virtual environment of a virtual reality game application move in accordance with the user's movements, 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 user. However, since these cameras require high power to operate, the system's power consumption increases. According to an exemplary embodiment, a cloud-based gaming method may include the step of transmitting a radar signal in response to a wearable display receiving a game stream. Additionally, the method may include the step of determining motion data of a user of the wearable display from the echo of the radar signal and generating one or more game inputs based on the motion data of the user of the wearable display. An exemplary method may further include the steps of modifying a game stream based on one or more game inputs and transmitting the modified game stream to a wearable display. Additionally, the method may include the step of generating sensor data associated with a user on the wearable display, and one or more game inputs are further determined based on the sensor data associated with the user. Additionally, the method may include the step of receiving one or more interactions from an input device, wherein one or more game inputs are further determined based on input data representing one or more interactions. The method may also include sending one or more game inputs to a cloud-based server associated with the game stream. Motion data may represent the user's location, the location of the wearable display, or both. Additionally, the wearable display may be connected to a smart ecosystem including an ecosystem device that transmits radar signals. Additionally, the ecosystem device may include at least one of a smart hub, a display, and a sensor. Additionally, the radar signal may include an ultra-wideband radar signal. In another exemplary embodiment, a cloud-based game method may include the step of receiving sensor data associated with a user of a wearable display from a wearable display and receiving radar data associated with a user of a wearable display from an ecosystem device in response to the start of a client game session. Additionally, the method may include the step of determining one or more game inputs based on the sensor data and radar data associated with a user of a wearable display. The method may also include the step of receiving a game stream modified based on one or more game inputs in response to transmitting one or more game inputs to a cloud-based server associated with the client game session. The method may further include the step of generating a game stream on a cloud-based server associated with a client game session and modifying the game stream based on one or more game inputs. Additionally, the wearable display and ecosystem device may be included within the smart ecosystem. The ecosystem device may include a radar circuit configured to transmit an ultra-wideband radar signal. The method may further include the step of receiving input data from an input device representing one or more interactions with the input device, wherein one or more game inputs are determined further based on the input data. Additionally, the method may further include the step of transmitting a radar signal; and the step of determining radar data associated with a user of a wearable display based on the echo of the radar signal in response to receiving an echo of the radar signal. Within the method, the ecosystem device may include at least one of a smart hub, a display, or a sensor. The method may further include the step of determining motion data associated with a user of a wearable display based on the radar data, wherein one or more game inputs are determined further based on the motion data. In the