对相关申请的交叉引用CROSS-REFERENCE TO RELATED APPLICATIONS
本申请要求标题为“SYSTEMS AND METHODS FOR PRODUCING RESPONSES TOINTERACTIONS WITHIN AN INTERACTIVE ENVIRONMENT”的在2022年3月30日提交的第63/325412号的美国临时申请的优先权及其权益,该美国临时申请特此出于所有目的以其整体通过引用而被并入。This application claims priority to and the benefit of U.S. Provisional Application No. 63/325,412, filed on March 30, 2022, entitled “SYSTEMS AND METHODS FOR PRODUCING RESPONSES TO INTERACTIONS WITHIN AN INTERACTIVE ENVIRONMENT,” which is hereby incorporated by reference in its entirety for all purposes.
背景技术Background Art
本章节旨在向读者介绍可以与本公开的各种方面相关的各种技术方面。本讨论被认为在给读者提供背景信息以促进更好地理解本公开的各种方面上是有帮助的。相应地,应当注意到,这些陈述要从这个角度来阅读,而非作为对现有技术的承认来阅读。This section is intended to introduce the reader to various technical aspects that may be related to various aspects of the present disclosure. This discussion is considered to be helpful in providing the reader with background information to facilitate a better understanding of the various aspects of the present disclosure. Accordingly, it should be noted that these statements are to be read from this perspective, rather than as an admission of the prior art.
游乐园可以包括各种娱乐景点。一些娱乐景点可以为顾客提供交互环境。例如,顾客可以在交互环境内的显示屏上察看动画角色,并且顾客可以提供输入以控制动画角色在交互环境内的显示屏上的移动。An amusement park may include a variety of entertainment attractions. Some entertainment attractions may provide an interactive environment for customers. For example, customers may view animated characters on a display screen within the interactive environment, and customers may provide input to control the movement of the animated characters on the display screen within the interactive environment.
发明内容Summary of the invention
下文概述与原始要求保护的主题在范围上相称的某些实施例。这些实施例并非旨在限制本公开的范围,而相反这些实施例仅旨在提供对某些公开的实施例的简要概述。事实上,本公开可以涵盖可以与下文阐述的实施例类似或不同的各种各样的形式。The following summarizes certain embodiments that are commensurate in scope with the original claimed subject matter. These embodiments are not intended to limit the scope of the present disclosure, but rather these embodiments are intended only to provide a brief overview of certain disclosed embodiments. In fact, the present disclosure may encompass a variety of forms that may be similar or different from the embodiments set forth below.
在实施例中,一种交互系统包括配置成在交互环境中使用的便携装置。便携装置包括启动虚拟射弹的递送的输入机构。交互系统还包括控制系统,该控制系统包括一个或多个处理器。一个或多个处理器:接收指示便携装置的位置和取向的数据;接收指示输入机构的致动的附加数据;基于便携装置在输入机构的致动期间的位置和取向来确定交互物理元件与虚拟射弹的成功虚拟交互;以及响应于交互物理元件与虚拟射弹的成功虚拟交互来调整显示于显示屏上的交互虚拟元件。In an embodiment, an interactive system includes a portable device configured for use in an interactive environment. The portable device includes an input mechanism that initiates delivery of a virtual projectile. The interactive system also includes a control system that includes one or more processors. The one or more processors: receive data indicating a position and orientation of the portable device; receive additional data indicating actuation of the input mechanism; determine a successful virtual interaction of an interactive physical element with the virtual projectile based on the position and orientation of the portable device during actuation of the input mechanism; and adjust an interactive virtual element displayed on a display screen in response to the successful virtual interaction of the interactive physical element with the virtual projectile.
在实施例中,一种交互系统包括便携装置,便携装置配置成由用户在用户行进通过交互环境时携带。便携装置包括启动虚拟射弹的递送的输入机构。另外,交互系统包括控制系统,控制系统包括一个或多个处理器。一个或多个处理器:接收指示便携装置的位置和取向的数据,接收指示输入机构的致动的附加数据;以及基于便携装置在输入机构的致动期间的位置和取向来确定第一类型的交互元件与虚拟射弹的成功虚拟交互。另外,一个或多个处理器响应于交互物理元件与虚拟射弹的成功虚拟交互来调整第二类型的交互元件,其中第一类型的交互元件包括交互物理元件,并且第二类型的交互元件包括交互虚拟元件,或第一类型的交互元件包括交互虚拟元件,并且第二类型的交互元件包括交互物理元件。In an embodiment, an interactive system includes a portable device configured to be carried by a user as the user travels through an interactive environment. The portable device includes an input mechanism that initiates delivery of a virtual projectile. Additionally, the interactive system includes a control system that includes one or more processors. The one or more processors: receive data indicating a position and orientation of the portable device, receive additional data indicating actuation of the input mechanism; and determine a successful virtual interaction of a first type of interactive element with the virtual projectile based on the position and orientation of the portable device during actuation of the input mechanism. Additionally, the one or more processors adjust a second type of interactive element in response to the successful virtual interaction of the interactive physical element with the virtual projectile, wherein the first type of interactive element includes an interactive physical element and the second type of interactive element includes an interactive virtual element, or the first type of interactive element includes an interactive virtual element and the second type of interactive element includes an interactive physical element.
在实施例中,一种方法包括:基于便携装置在输入机构的致动期间的位置和取向来接收便携装置上的输入机构的致动的指示以发射虚拟射弹;以及确定第一类型的交互元件与虚拟射弹的成功虚拟交互。另外,该方法包括:响应于第一类型的交互元件与虚拟射弹的成功虚拟交互,控制第二类型的交互元件以产生响应,其中第一类型的交互元件包括交互物理元件,并且第二类型的交互元件包括交互虚拟元件,或第一类型的交互元件包括交互虚拟元件,并且第二类型的交互元件包括交互物理元件。In an embodiment, a method includes: receiving an indication of actuation of an input mechanism on a portable device to launch a virtual projectile based on a position and orientation of the portable device during actuation of the input mechanism; and determining a successful virtual interaction of a first type of interactive element with the virtual projectile. Additionally, the method includes: in response to the successful virtual interaction of the first type of interactive element with the virtual projectile, controlling a second type of interactive element to produce a response, wherein the first type of interactive element includes an interactive physical element and the second type of interactive element includes an interactive virtual element, or the first type of interactive element includes an interactive virtual element and the second type of interactive element includes an interactive physical element.
附图说明BRIEF DESCRIPTION OF THE DRAWINGS
当参考附图而阅读以下的详细描述时,本公开的这些及其它特征、方面以及优点将变得更好理解,在附图中,同样的字符贯穿附图表示同样的部分,其中:These and other features, aspects, and advantages of the present disclosure will become better understood when the following detailed description is read with reference to the accompanying drawings, in which like characters represent like parts throughout the drawings, and in which:
图1是根据目前的实施例的交互系统的示意图;FIG1 is a schematic diagram of an interactive system according to the present embodiment;
图2是根据目前的实施例的响应于通过便携装置成功瞄准交互元件来控制交互元件的方法的流程图;2 is a flow chart of a method for controlling an interactive element in response to successful aiming at the interactive element by a portable device according to the present embodiment;
图3是根据目前的实施例的其中交互物理元件的成功瞄准经由交互物理元件和交互虚拟元件来产生响应的交互系统的示意图;3 is a schematic diagram of an interactive system in which successful aiming of an interactive physical element generates a response via an interactive physical element and an interactive virtual element according to the present embodiment;
图4是根据目前的实施例的其中扩展到虚拟空间中的交互物理元件的成功瞄准在虚拟空间中产生响应的交互系统的示意图;4 is a schematic diagram of an interactive system in which successful targeting of an interactive physical element extended into a virtual space produces a response in the virtual space according to the present embodiment;
图5是根据目前的实施例的响应于通过便携装置成功瞄准第二交互元件来控制第一交互元件的方法的流程图;5 is a flow chart of a method for controlling a first interactive element in response to successful targeting of a second interactive element by a portable device according to the present embodiment;
图6是根据目前的实施例的其中交互虚拟元件的活动在交互物理元件中产生响应的交互系统的示意图;以及6 is a schematic diagram of an interactive system in which the activity of an interactive virtual element generates a response in an interactive physical element according to the present embodiment; and
图7是根据目前的实施例的其中虚拟射弹被示出为交互虚拟元件的交互系统的示意图。7 is a schematic diagram of an interactive system in which a virtual projectile is shown as an interactive virtual element, according to the present embodiment.
具体实施方式DETAILED DESCRIPTION
将在下文中描述一个或多个具体实施例。为了提供对这些实施例的简明描述,未在说明书中描述实际实现方式的所有特征。应当意识到,在对任何这样的实际实现方式的开发中,如同在任何工程或设计项目中那样,必须作出许多特定于实现方式的决策,以实现开发者的可以因实现方式而异的具体目标,诸如对与系统相关的约束条件和与商业相关的约束条件的依从性。此外,应当意识到,这样的开发努力可以是复杂且耗时的,但对于得益于本公开的普通技术人员而言,将不过是设计、制作以及制造的常规任务。One or more specific embodiments will be described below. In order to provide a concise description of these embodiments, not all features of the actual implementation are described in the specification. It should be appreciated that in the development of any such actual implementation, as in any engineering or design project, many implementation-specific decisions must be made to achieve the developer's specific goals, which may vary from implementation to implementation, such as compliance with system-related constraints and business-related constraints. In addition, it should be appreciated that such development efforts can be complex and time-consuming, but will be no more than a routine task of design, fabrication, and manufacturing for those of ordinary skill who benefit from this disclosure.
当介绍本公开的各种实施例的元素时,冠词“一(a、an)”、“该”以及“所述”旨在意味着存在所述元素中的一个或多个元素。用语“包含”、“包括”以及“具有”旨在为包括性的,并且意味着可以存在除了所列出的元素之外的附加元素。将在下文中描述本文中所描述的目前的实施例的一个或多个具体实施例。为了提供对这些实施例的简明描述,可能未在说明书中描述实际实现方式的所有特征。应当注意到,在对任何这样的实际实现方式的开发中,如同在任何工程或设计项目中那样,必须作出许多特定于实现方式的决策,以实现开发者的可以因实现方式而异的具体目标,诸如对与系统相关的约束条件和与商业相关的约束条件的依从性。此外,应当注意到,这样的开发努力可以是复杂且耗时的,但对于得益于本公开的普通技术人员而言,将不过是设计、制作以及制造的常规任务。When introducing elements of various embodiments of the present disclosure, the articles "a, an", "the" and "said" are intended to mean that there are one or more elements in the elements. The terms "comprise", "include" and "have" are intended to be inclusive, and mean that there may be additional elements in addition to the listed elements. One or more specific embodiments of the present embodiments described herein will be described below. In order to provide a concise description of these embodiments, all features of the actual implementation may not be described in the specification. It should be noted that in the development of any such actual implementation, as in any engineering or design project, many implementation-specific decisions must be made to achieve the developer's specific goals that may vary from implementation to implementation, such as compliance with system-related constraints and business-related constraints. In addition, it should be noted that such development efforts can be complex and time-consuming, but for ordinary technicians who benefit from the present disclosure, it will be nothing more than a routine task of design, production and manufacturing.
本公开一般涉及利用便携装置来向顾客(例如,用户)提供交互体验的交互环境。在实施例中,交互环境在游乐园景点内(诸如在其中顾客在乘坐交通工具中被运载通过交互环境的乘坐景点和/或其中顾客行走通过交互环境的穿行景点中)实现。在实施例中,游乐园景点可以是其中顾客既(例如,在移动走道上)被运载又被容许(例如,沿着移动走道)行走通过交互环境的混合景点。交互环境可以跨多个不同的游乐园景点(诸如跨多个不同的乘坐景点、穿行景点和/或混合景点)分布(例如,在地理上彼此分离)。附加地或备选地,交互环境可以包括在一个或多个主题化区域内和/或跨具有共同主题或不同主题的多个不同的主题化区域分布。附加地或备选地,交互环境可以包括实况演出(例如,具有表演者),并且观众中的顾客可以使用他们的便携装置来参与实况演出。The present disclosure generally relates to an interactive environment that provides an interactive experience to a customer (e.g., a user) using a portable device. In an embodiment, the interactive environment is implemented within an amusement park attraction (such as a ride attraction in which a customer is carried through the interactive environment in a ride vehicle and/or a walk-through attraction in which a customer walks through the interactive environment). In an embodiment, the amusement park attraction can be a hybrid attraction in which a customer is both carried (e.g., on a moving walkway) and allowed to walk through the interactive environment (e.g., along a moving walkway). The interactive environment can be distributed (e.g., geographically separated from each other) across multiple different amusement park attractions (such as across multiple different ride attractions, walk-through attractions, and/or hybrid attractions). Additionally or alternatively, the interactive environment can be included in one or more themed areas and/or distributed across multiple different themed areas with a common theme or different themes. Additionally or alternatively, the interactive environment can include a live performance (e.g., with performers), and customers in the audience can use their portable devices to participate in the live performance.
便携装置可以是配置成由顾客携带、握持和/或佩戴的各种各样的类型的装置中的任何装置。例如,便携装置可以包括瞄准装置(例如,爆破器)、杖、玩具、小雕像、衣服、首饰、手镯、头盔、奖章、眼镜和/或其任何组合(例如,集成到手镯中的瞄准装置)。在实施例中,便携装置可以配置成随时间由多个不同的顾客使用。例如,顾客可以在到交互环境的入口处拾取便携装置,在顾客行进通过交互环境时,使用便携装置来参与交互环境,并且然后在顾客离开交互环境时,将便携装置返回。可以使便携装置在到交互环境的入口处再次可用(例如,在清洁之后),并且然后另一顾客可以在到交互环境的入口处拾取便携装置并且使用便携装置来参与交互环境,等等。The portable device may be any of a variety of types of devices configured to be carried, held, and/or worn by a customer. For example, the portable device may include an aiming device (e.g., a blaster), a cane, a toy, a figurine, clothing, jewelry, a bracelet, a helmet, a medal, glasses, and/or any combination thereof (e.g., an aiming device integrated into a bracelet). In an embodiment, the portable device may be configured to be used by multiple different customers over time. For example, a customer may pick up a portable device at the entrance to an interactive environment, use the portable device to participate in the interactive environment as the customer travels through the interactive environment, and then return the portable device when the customer leaves the interactive environment. The portable device may be made available again at the entrance to the interactive environment (e.g., after cleaning), and then another customer may pick up the portable device at the entrance to the interactive environment and use the portable device to participate in the interactive environment, and so on.
如本文中所讨论的,便携装置可以使顾客能够与交互环境内的特征交互(例如,控制)。例如,便携装置可以是瞄准装置,并且顾客可以对便携装置的输入机构(例如,触发开关、按钮)进行致动以启动虚拟射弹朝向交互环境内的交互元件(例如,物理真实世界空间中的物理交互元件或显示屏上的虚拟空间的虚拟交互元件)的递送(例如,虚拟递送)的模拟。作为响应,交互环境可以描绘猛击(例如,“撞击”;“击打”)交互元件的虚拟射弹。例如,显示屏可以显示描绘猛击(例如,“撞击”;“击打”)交互元件的虚拟射弹的图像(例如,移动图像;视频)。在另一示例中,物理交互元件的行为的改变或交互环境中的特殊效果(例如,声音、光、烟雾、振动)的存在可以指示物理交互元件的成功瞄准。As discussed herein, the portable device may enable a customer to interact with (e.g., control) features within an interactive environment. For example, the portable device may be an aiming device, and the customer may actuate an input mechanism (e.g., a trigger switch, a button) of the portable device to initiate a simulation of delivery (e.g., virtual delivery) of a virtual projectile toward an interactive element within the interactive environment (e.g., a physical interactive element in a physical real-world space or a virtual interactive element in a virtual space on a display screen). In response, the interactive environment may depict the virtual projectile slamming (e.g., "colliding"; "hitting") the interactive element. For example, the display screen may display an image (e.g., a moving image; a video) depicting the virtual projectile slamming (e.g., "colliding"; "hitting") the interactive element. In another example, a change in the behavior of the physical interactive element or the presence of a special effect (e.g., sound, light, smoke, vibration) in the interactive environment may indicate successful aiming of the physical interactive element.
一般而言,可以存在两种类型的交互元件:交互物理元件,其是交互环境内的物理真实世界空间中的道具或物理对象;和交互虚拟元件,其是显示于显示屏上的虚拟空间中的虚拟对象的图像/动画。交互物理元件和交互虚拟元件两者可以是来回移动和/或包含交互环境中/显示屏上的移动部分的动态交互元件。另外,通过具有交互环境内的物理真实世界空间中的物理部分和显示于显示屏上的虚拟空间中的虚拟部分,交互混合元件可以同时地是交互物理元件和交互虚拟元件。在本文中,“交互元件”一般是指任何交互物理元件、交互虚拟元件或交互混合元件。In general, there can be two types of interactive elements: interactive physical elements, which are props or physical objects in the physical real world space within the interactive environment; and interactive virtual elements, which are images/animations of virtual objects in the virtual space displayed on the display screen. Both interactive physical elements and interactive virtual elements can be dynamic interactive elements that move back and forth and/or contain moving parts in the interactive environment/on the display screen. In addition, by having a physical part in the physical real world space within the interactive environment and a virtual part in the virtual space displayed on the display screen, an interactive hybrid element can be an interactive physical element and an interactive virtual element at the same time. In this article, "interactive element" generally refers to any interactive physical element, interactive virtual element, or interactive hybrid element.
图1图示根据本公开的实施例的促进交互环境14内的交互的交互系统10。交互环境14可以在游乐园景点或其它合适的位置内。如所示出的,顾客(例如,用户)12可以携带便携装置16或以其它方式与便携装置16相关联,便携装置16包括处理器18、存储器装置20以及附加组件22。附加组件22可以包括输入机构(例如,触发开关、按钮)、光发射器(例如,发光二极管[LED])、触觉装置、显示屏、电池(和电池管理系统)、扬声器、麦克风、惯性测量单元、近场通信(NFC)电路系统和/或超高频(UHF)电路系统。便携装置16可以用于瞄准交互元件(例如,交互虚拟元件、交互物理元件和/或交互混合元件)和/或与交互元件交互。FIG. 1 illustrates an interactive system 10 that facilitates interaction within an interactive environment 14 according to an embodiment of the present disclosure. The interactive environment 14 may be within an amusement park attraction or other suitable location. As shown, a customer (e.g., user) 12 may carry or otherwise be associated with a portable device 16, which includes a processor 18, a memory device 20, and an additional component 22. The additional component 22 may include an input mechanism (e.g., a trigger switch, a button), a light emitter (e.g., a light emitting diode [LED]), a tactile device, a display screen, a battery (and a battery management system), a speaker, a microphone, an inertial measurement unit, a near field communication (NFC) circuit system, and/or an ultra-high frequency (UHF) circuit system. The portable device 16 may be used to aim at an interactive element (e.g., an interactive virtual element, an interactive physical element, and/or an interactive hybrid element) and/or interact with an interactive element.
有利地,便携装置16可以配备有能够实现便携装置16的位置和/或取向(例如,相对于坐标系;在交互环境14内)的监测(例如,持续监测)的超宽带(UWB)标签24。另外,UWB标签24是UWB电路系统(例如,UWB系统)的部分,该UWB电路系统生成位置数据和/或取向数据并且高效地传递位置数据和/或取向数据,这可以使交互环境控制系统32能够准确地确定交互元件与便携装置16的成功虚拟交互(例如,成功瞄准)。应当意识到,可以利用任何其它合适的组件来检测便携装置16的位置和/或取向(例如,便携装置16上的一个或多个传感器(诸如加速度计)以及用以将数据从传感器发送到交互环境控制系统32的通信电路系统;在便携装置16外并且在交互环境14中的一个或多个传感器,诸如成像传感器/相机)。在实施例中,并非利用光发射器、激光器或视线感测装置来检测便携装置16的位置和/或取向。Advantageously, the portable device 16 may be equipped with an ultra-wideband (UWB) tag 24 that enables monitoring (e.g., continuous monitoring) of the position and/or orientation (e.g., relative to a coordinate system; within the interactive environment 14) of the portable device 16. In addition, the UWB tag 24 is part of a UWB circuit system (e.g., a UWB system) that generates position data and/or orientation data and efficiently communicates the position data and/or orientation data, which may enable the interactive environment control system 32 to accurately determine a successful virtual interaction (e.g., successful aiming) of an interactive element with the portable device 16. It should be appreciated that any other suitable components may be utilized to detect the position and/or orientation of the portable device 16 (e.g., one or more sensors on the portable device 16 (such as an accelerometer) and a communication circuit system to send data from the sensor to the interactive environment control system 32; one or more sensors outside the portable device 16 and in the interactive environment 14, such as an imaging sensor/camera). In an embodiment, a light emitter, laser, or line-of-sight sensing device is not utilized to detect the position and/or orientation of the portable device 16.
交互环境14可以包括配置成显示交互虚拟元件28的一个或多个显示屏26。交互虚拟元件28可以包括动画对象(诸如符号、硬币/奖品、交通工具和/或角色)的图像(例如,移动图像;视频)。交互虚拟元件28可以在显示屏26上的虚拟空间中的二维(2D)中移动。另外,交互环境14可以包括放置或构建到交互环境14中的一个或多个交互物理元件30。交互物理元件30可以包括物理结构、道具、交通工具和/或机器人。交互物理元件30可以在交互环境14内的物理真实世界空间中的三维(3D)中移动。The interactive environment 14 may include one or more display screens 26 configured to display interactive virtual elements 28. The interactive virtual elements 28 may include images (e.g., moving images; videos) of animated objects (such as symbols, coins/prizes, vehicles, and/or characters). The interactive virtual elements 28 may move in two dimensions (2D) in a virtual space on the display screen 26. In addition, the interactive environment 14 may include one or more interactive physical elements 30 placed or built into the interactive environment 14. The interactive physical elements 30 may include physical structures, props, vehicles, and/or robots. The interactive physical elements 30 may move in three dimensions (3D) in a physical real-world space within the interactive environment 14.
当顾客12行进通过交互环境14时,顾客12可以被呈现有交互元件。例如,动画对象的图像可以跨显示屏26移动和/或机器人可以在交互环境14中移动。顾客12可以使用便携装置16来(诸如通过对便携装置16上的输入机构进行致动以朝向交互元件发射虚拟射弹)与交互元件虚拟地交互(例如,瞄准)。虚拟射弹可以不具有物理实施例或实际表示(例如,虚拟射弹可以不被看到或感测到;可以不存在于物理真实世界空间中和/或虚拟空间中)。然而,在实施例中,虚拟射弹的图像可以在显示屏26上示出。另外,交互元件可以通过产生响应(例如,移动、停止、消失、闪避、变得摇动(agitated))来响应于与虚拟射弹的虚拟交互,以向顾客12提供关于虚拟射弹的轨迹的反馈。As the patron 12 travels through the interactive environment 14, the patron 12 may be presented with interactive elements. For example, an image of an animated object may move across the display screen 26 and/or a robot may move in the interactive environment 14. The patron 12 may use the portable device 16 to virtually interact with (e.g., aim) the interactive elements (such as by actuating an input mechanism on the portable device 16 to launch a virtual projectile toward the interactive element). The virtual projectile may not have a physical embodiment or actual representation (e.g., the virtual projectile may not be seen or sensed; may not exist in physical real-world space and/or in virtual space). However, in an embodiment, an image of the virtual projectile may be shown on the display screen 26. In addition, the interactive element may respond to the virtual interaction with the virtual projectile by generating a response (e.g., moving, stopping, disappearing, ducking, becoming agitated) to provide feedback to the patron 12 about the trajectory of the virtual projectile.
在实施例中,交互系统10可以针对交互元件处的每次成功“撞击”而向顾客12奖励得分(例如,成绩),并且得分可以添加到顾客12的顾客简档。在实施例中,交互环境控制系统32(在本文中也被称为“控制系统32”)可以跟踪交互元件的成功瞄准,并且当顾客12行进通过交互环境14时(例如,实时地)更新顾客12的顾客简档。顾客简档和相关联的奖励得分可以存储于可由交互环境控制系统32访问的一个或多个数据库40中。在实施例中,处理器34(例如,控制系统32的处理器34)可以在交互体验结束时将奖励得分和/或最终顾客简档转移到一个或多个数据库40以供在将来的交互体验中使用。以此方式,可以跨对交互环境14的多次游览来维护并更新顾客12的顾客简档。In an embodiment, the interactive system 10 may award a score (e.g., a performance) to the customer 12 for each successful "hit" at an interactive element, and the score may be added to the customer profile of the customer 12. In an embodiment, the interactive environment control system 32 (also referred to herein as "control system 32") may track successful targeting of interactive elements and update the customer profile of the customer 12 as the customer 12 travels through the interactive environment 14 (e.g., in real time). The customer profile and the associated reward score may be stored in one or more databases 40 accessible by the interactive environment control system 32. In an embodiment, the processor 34 (e.g., the processor 34 of the control system 32) may transfer the reward score and/or the final customer profile to the one or more databases 40 at the end of the interactive experience for use in future interactive experiences. In this way, the customer profile of the customer 12 may be maintained and updated across multiple tours of the interactive environment 14.
交互环境控制系统32可以负责控制交互物理元件30和交互虚拟元件28,以产生对由便携装置16释放的虚拟射弹与交互环境14中的交互元件之间的虚拟交互(在本文中也被称为“交互”)的响应。例如,控制系统32可以响应于指示便携装置16在输入机构的致动(例如,交互元件闪避和/或移动以避开瞄准)之前和/或在此期间对准交互元件的位置数据和/或取向数据来移动或以其它方式改变交互元件。The interactive environment control system 32 may be responsible for controlling the interactive physical elements 30 and the interactive virtual elements 28 to generate responses to virtual interactions (also referred to herein as "interactions") between virtual projectiles released by the portable device 16 and interactive elements in the interactive environment 14. For example, the control system 32 may move or otherwise alter the interactive elements in response to position data and/or orientation data indicating that the portable device 16 is aligned with the interactive elements prior to and/or during actuation of an input mechanism (e.g., the interactive element ducks and/or moves to avoid aiming).
另外,控制系统32可以负责跟踪交互环境14中的物理对象(例如,便携装置16和交互物理元件30)与虚拟对象(例如,交互虚拟元件28)之间的交互。如所提到的,这可以涉及运算虚拟射弹的轨迹,目的是确定虚拟射弹是否可以到达或已到达目标(例如,基于输入机构的致动期间的位置数据和/或取向数据以及交互元件的相应位置)。Additionally, the control system 32 may be responsible for tracking interactions between physical objects (e.g., the portable device 16 and the interactive physical elements 30) and virtual objects (e.g., the interactive virtual elements 28) in the interactive environment 14. As mentioned, this may involve computing a trajectory for a virtual projectile in order to determine whether the virtual projectile can reach or has reached a target (e.g., based on position data and/or orientation data during actuation of the input mechanism and the corresponding position of the interactive element).
控制系统32可以包括处理器34、存储器装置36以及通信电路系统38,以使控制系统32能够控制交互环境14内的特征(例如,控制交互元件和/或在交互环境14中产生特殊效果)和/或与便携装置16通信。处理器34、存储器装置36以及通信电路系统38可以使控制系统32能够控制交互物理元件30和交互虚拟元件28的移动,跟踪交互物理元件30和便携装置16的位置,访问交互虚拟元件28的位置,以及运算/模拟虚拟射弹的轨迹。The control system 32 may include a processor 34, a memory device 36, and a communication circuit system 38 to enable the control system 32 to control features within the interactive environment 14 (e.g., control interactive elements and/or generate special effects in the interactive environment 14) and/or communicate with the portable device 16. The processor 34, the memory device 36, and the communication circuit system 38 may enable the control system 32 to control the movement of the interactive physical elements 30 and the interactive virtual elements 28, track the positions of the interactive physical elements 30 and the portable device 16, access the positions of the interactive virtual elements 28, and calculate/simulate the trajectory of the virtual projectile.
存储器装置36可以包括存储可由处理器34执行的指令和/或存储要由处理器34处理的数据(例如,顾客简档)的一个或多个有形非暂时性计算机可读介质。例如,存储器装置36可以包括随机存取存储器(RAM)、只读存储器(ROM)、可重写非易失性存储器,诸如闪速存储器、硬盘、光盘和/或相似物。附加地,处理器34可以包括一个或多个通用微处理器、一个或多个专用处理器(ASIC)、一个或多个现场可编程门阵列(FPGA)或其任何组合。此外,存储器装置36可以存储可由处理器34执行以执行在本文中针对交互系统10而描述的方法和控制动作的指令。The memory device 36 may include one or more tangible, non-transitory computer-readable media that store instructions executable by the processor 34 and/or store data to be processed by the processor 34 (e.g., a customer profile). For example, the memory device 36 may include a random access memory (RAM), a read-only memory (ROM), a rewritable non-volatile memory such as a flash memory, a hard disk, an optical disk, and/or the like. Additionally, the processor 34 may include one or more general-purpose microprocessors, one or more application-specific processors (ASICs), one or more field-programmable gate arrays (FPGAs), or any combination thereof. Furthermore, the memory device 36 may store instructions that are executable by the processor 34 to perform the methods and control actions described herein for the interactive system 10.
跟踪便携装置16与交互元件之间的虚拟交互可以涉及将存在于物理真实世界空间中的物理对象(例如便携装置16和交互物理元件30)映射到虚拟空间/交互空间上。在实施例中,虚拟空间和交互空间可以是相同空间。在此情况下,存在于虚拟空间中的交互虚拟元件28可以不需要被映射。在实施例中,虚拟空间可以不同于交互空间。在此情况下,交互虚拟元件28可以将从虚拟空间映射到交互空间。Tracking virtual interactions between the portable device 16 and the interactive elements may involve mapping physical objects (e.g., the portable device 16 and the interactive physical elements 30) that exist in the physical real world space to the virtual space/interactive space. In an embodiment, the virtual space and the interactive space may be the same space. In this case, the interactive virtual elements 28 that exist in the virtual space may not need to be mapped. In an embodiment, the virtual space may be different from the interactive space. In this case, the interactive virtual elements 28 may be mapped from the virtual space to the interactive space.
一般而言,物理真实世界空间是指其中仅发生物理对象(例如,便携装置16、交互物理元件30)与顾客12之间的交互的‘空间’。即,物理真实世界空间是顾客12物理地存在的地方。虚拟空间是指由顾客12在显示屏26上看到的‘空间’。显示屏26上的图像可以不显现为二维(2D)。替代地,显示屏26上的图像可以显现为交互环境14的三维(3D)扩展(例如,物理真实世界空间的扩展和/或连接到物理真实世界空间)。交互空间是其中发生物理对象(例如,便携装置16、交互物理元件30)与虚拟对象(例如,虚拟射弹、交互虚拟元件28)之间的动态交互的‘空间’。例如,虚拟射弹可以“击打”交互空间中的交互物理元件30。以此方式,交互空间使得顾客12有可能跨物理真实世界空间和虚拟空间来交互并且观察交互。In general, physical real-world space refers to a 'space' in which only interactions between physical objects (e.g., portable device 16, interactive physical elements 30) and customers 12 occur. That is, the physical real-world space is where the customer 12 physically exists. Virtual space refers to the 'space' seen by the customer 12 on the display screen 26. The image on the display screen 26 may not appear as two-dimensional (2D). Alternatively, the image on the display screen 26 may appear as a three-dimensional (3D) extension of the interactive environment 14 (e.g., an extension of the physical real-world space and/or connected to the physical real-world space). The interactive space is the 'space' in which dynamic interactions between physical objects (e.g., portable device 16, interactive physical elements 30) and virtual objects (e.g., virtual projectiles, interactive virtual elements 28) occur. For example, a virtual projectile can "hit" the interactive physical element 30 in the interactive space. In this way, the interactive space makes it possible for the customer 12 to interact and observe the interaction across the physical real-world space and the virtual space.
一般而言,存在将物理/虚拟对象映射到交互空间的各种方式。在实施例中,将便携装置16和交互物理元件30从物理真实世界空间映射到交互空间可以涉及经由UWB标签24跟踪便携装置16和交互物理元件30在物理空间中的位置并且将位置转换到交互空间上。在实施例中,将交互物理元件30和交互虚拟元件28从物理/虚拟空间映射到交互空间上可以涉及经由控制系统32的处理器34访问交互物理元件30和交互虚拟元件28的预编程的位置/移动并且将预编程的位置/移动转换到交互空间。在该实施例中,可以在不使用UWB标签24的情况下获知交互元件的确切位置。在实施例中,将便携装置16和交互元件映射到交互空间上可以涉及上文的实施例的组合(例如,使用UWB标签24来跟踪便携装置16和交互物理元件30的位置并且评估交互物理元件30和交互虚拟元件28的预编程的位置/移动)。In general, there are various ways to map physical/virtual objects to interactive space. In an embodiment, mapping the portable device 16 and the interactive physical element 30 from the physical real world space to the interactive space may involve tracking the position of the portable device 16 and the interactive physical element 30 in the physical space via the UWB tag 24 and converting the position to the interactive space. In an embodiment, mapping the interactive physical element 30 and the interactive virtual element 28 from the physical/virtual space to the interactive space may involve accessing the pre-programmed position/movement of the interactive physical element 30 and the interactive virtual element 28 via the processor 34 of the control system 32 and converting the pre-programmed position/movement to the interactive space. In this embodiment, the exact position of the interactive element can be known without using the UWB tag 24. In an embodiment, mapping the portable device 16 and the interactive element to the interactive space may involve a combination of the above embodiments (e.g., using the UWB tag 24 to track the position of the portable device 16 and the interactive physical element 30 and evaluating the pre-programmed position/movement of the interactive physical element 30 and the interactive virtual element 28).
在实施例中,UWB标签24可以用于跟踪便携装置16和交互物理元件30的位置。特别地,与控制系统32通信的UWB标签24和UWB锚44可以是在交互环境14内执行持续位置跟踪(例如,位置和/或取向跟踪)的实时定位系统的部分。例如,便携装置16和交互物理元件30上的UWB标签24可以与可以遍及交互环境14分布的UWB锚44通信以发送定位数据。UWB锚44然后可以将定位数据发送到控制系统32。In an embodiment, the UWB tags 24 may be used to track the location of the portable device 16 and the interactive physical element 30. In particular, the UWB tags 24 and the UWB anchors 44 in communication with the control system 32 may be part of a real-time positioning system that performs continuous position tracking (e.g., position and/or orientation tracking) within the interactive environment 14. For example, the UWB tags 24 on the portable device 16 and the interactive physical element 30 may communicate with the UWB anchors 44 that may be distributed throughout the interactive environment 14 to send positioning data. The UWB anchors 44 may then send the positioning data to the control system 32.
来自UWB标签24和UWB锚44的数据可以使处理器34能够针对交互空间中的虚拟射弹而执行轨迹映射(例如,确定轨迹,诸如虚拟飞行路径)。虚拟射弹的轨迹可以用于表示交互环境14中(例如,显示屏26上)的虚拟射弹的“击打”位置和/或冲击角度,以向顾客12提供逼真体验。例如,当顾客12朝向交互物理元件30“射击”虚拟射弹时,顾客12不清楚虚拟射弹到达交互物理元件30,因为虚拟射弹在物理真实世界空间中不可见。然而,能够在交互空间中运算/模拟虚拟射弹的轨迹,并且交互物理元件30的映射位置可以用于确定冲击的可能性。因而,可以在交互空间中确定交互物理元件30与虚拟射弹的成功虚拟交互(例如,瞄准、对准、“击打”、“撞击”)。与交互物理元件30的成功虚拟交互可以产生响应,该响应可以受到虚拟射弹的轨迹的影响。例如,在被虚拟射弹“击打”之后,交互物理元件30可以在其被“击打”的方向塌缩。Data from the UWB tag 24 and the UWB anchor 44 may enable the processor 34 to perform trajectory mapping (e.g., determine a trajectory, such as a virtual flight path) for a virtual projectile in the interactive space. The trajectory of the virtual projectile may be used to represent the "hit" location and/or impact angle of the virtual projectile in the interactive environment 14 (e.g., on the display screen 26) to provide a realistic experience to the customer 12. For example, when the customer 12 "shoots" the virtual projectile toward the interactive physical element 30, it is not clear to the customer 12 that the virtual projectile reaches the interactive physical element 30 because the virtual projectile is not visible in the physical real world space. However, the trajectory of the virtual projectile can be calculated/simulated in the interactive space, and the mapped position of the interactive physical element 30 can be used to determine the likelihood of impact. Thus, a successful virtual interaction (e.g., aiming, aligning, "hitting", "impacting") of the interactive physical element 30 with the virtual projectile can be determined in the interactive space. A successful virtual interaction with the interactive physical element 30 may produce a response, which may be affected by the trajectory of the virtual projectile. For example, after being "hit" by a virtual projectile, the interactive physics element 30 may collapse in the direction in which it was "hit".
在实施例中,便携装置16的附加组件22可以基于便携装置16与交互环境14中的交互元件之间的交互来向顾客12提供各种类型的反馈(例如,特殊效果)。例如,附加组件22(例如,光发射器、触觉装置、显示屏、扬声器)可以在交互元件的成功瞄准时和/或在得分被分配给顾客简档时提供相应反馈。例如,由附加组件22提供的反馈可以涉及当“射击”虚拟射弹时的振动/反冲。在另一示例中,由附加组件22响应于虚拟射弹“击打”交互虚拟元件28来提供的反馈可以包括由(一个或多个)扬声器发出的砰的声音。在实施例中,提供反馈/特殊效果的(一个或多个)附加装置(例如,光发射器、触觉装置、扬声器或其组合)可以在交互环境14内遍及物理真实世界空间分布。In an embodiment, the additional component 22 of the portable device 16 can provide various types of feedback (e.g., special effects) to the customer 12 based on the interaction between the portable device 16 and the interactive elements in the interactive environment 14. For example, the additional component 22 (e.g., a light emitter, a tactile device, a display screen, a speaker) can provide corresponding feedback when the interactive element is successfully aimed and/or when the score is assigned to the customer profile. For example, the feedback provided by the additional component 22 can involve the vibration/recoil when the virtual projectile is "shot". In another example, the feedback provided by the additional component 22 in response to the virtual projectile "hitting" the interactive virtual element 28 can include a bang sound emitted by (one or more) speakers. In an embodiment, (one or more) additional devices (e.g., light emitters, tactile devices, speakers, or combinations thereof) that provide feedback/special effects can be distributed throughout the physical real world space within the interactive environment 14.
图2是根据目前的实施例的响应于通过便携装置(诸如图1的便携装置16)成功瞄准交互元件来控制交互元件的方法50的流程图。方法50包括由框表示的各种步骤。应当注意到,方法50的至少一些步骤可以由系统(诸如图1的交互系统10)作为自动化规程来执行。尽管流程图图示某一顺序中的步骤,但应当理解到,可以按任何合适的顺序执行步骤,并且在适当的情况下,可以同时地实行某些步骤。附加地,可以将步骤添加到方法50或从方法50省略。此外,方法50的所有步骤中的一些步骤可以由图1的控制系统32的处理器34执行。FIG. 2 is a flow chart of a method 50 for controlling an interactive element in response to successfully aiming at the interactive element by a portable device (such as the portable device 16 of FIG. 1 ) according to the present embodiment. The method 50 includes various steps represented by boxes. It should be noted that at least some of the steps of the method 50 can be performed as an automated procedure by a system (such as the interactive system 10 of FIG. 1 ). Although the flowchart illustrates the steps in a certain sequence, it should be understood that the steps can be performed in any suitable order and that certain steps can be performed simultaneously where appropriate. Additionally, steps can be added to or omitted from the method 50. In addition, some of all the steps of the method 50 can be performed by the processor 34 of the control system 32 of FIG. 1 .
在框52中,方法50可以包括接收便携装置16上的输入机构的致动的指示。输入机构的致动可以指示由便携装置16“射击”虚拟射弹。便携装置16的位置和取向(其可以由UWB电路系统(例如,UWB标签24和UWB锚44)和/或其它合适的组件持续地监测)可以在输入机构的致动/虚拟射弹的“射击”时被记录。便携装置16的位置和取向可以发送到控制系统32,以便运算/模拟虚拟射弹的轨迹。In block 52, method 50 may include receiving an indication of actuation of an input mechanism on portable device 16. Actuation of the input mechanism may indicate a "shooting" of a virtual projectile by portable device 16. The position and orientation of portable device 16 (which may be continuously monitored by UWB circuitry (e.g., UWB tag 24 and UWB anchor 44) and/or other suitable components) may be recorded upon actuation of the input mechanism/"shooting" of the virtual projectile. The position and orientation of portable device 16 may be sent to control system 32 in order to calculate/simulate a trajectory of the virtual projectile.
在框54中,方法50可以包括基于便携装置16在输入机构的致动期间的位置和取向来确定交互元件的成功瞄准。确定交互元件的成功瞄准可以涉及将便携装置16和所瞄准的交互元件映射到交互空间上。然后,物理学可以应用于运算由便携装置16“射击”的虚拟射弹的轨迹。在实施例中,可能不清楚出自若干交互元件的哪个交互元件已被瞄准。在此情况下,虚拟射弹的轨迹附近的所有交互元件可以映射到交互空间上以确定成功瞄准的可能性。在实施例中,阈值距离(例如,在虚拟射弹与目标之间在它们在交互空间中的最近点处测量的距离)可以用于确定交互元件的成功瞄准。例如,虚拟射弹必须在目标的至少一英寸范围内以计数为“击打”。In box 54, method 50 may include determining successful aiming of an interactive element based on the position and orientation of portable device 16 during actuation of the input mechanism. Determining successful aiming of an interactive element may involve mapping portable device 16 and the aimed interactive element onto an interactive space. Physics may then be applied to calculate the trajectory of a virtual projectile "shot" by portable device 16. In an embodiment, it may not be clear which interactive element out of several interactive elements has been aimed. In this case, all interactive elements in the vicinity of the trajectory of the virtual projectile may be mapped onto the interactive space to determine the likelihood of successful aiming. In an embodiment, a threshold distance (e.g., the distance measured between the virtual projectile and the target at their closest points in the interactive space) may be used to determine successful aiming of an interactive element. For example, a virtual projectile must be within at least one inch of a target to be counted as a "hit."
取决于沉浸体验/顾客简档的主题,虚拟射弹可以显现得由不同的材料组成。例如,如果交互环境14具有水/池边主题,则便携装置16可以看起来像水爆破器,并且虚拟射弹可以在显示屏26上显现为喷水/液流。在此情况下,可以在交互空间中应用水/流体的物理学以运算/模拟水性虚拟射弹的轨迹。Depending on the theme of the immersive experience/customer profile, the virtual projectile may appear to be composed of different materials. For example, if the interactive environment 14 has a water/poolside theme, the portable device 16 may appear like a water blaster and the virtual projectile may appear as a water jet/stream on the display screen 26. In this case, the physics of water/fluids may be applied in the interactive space to calculate/simulate the trajectory of the water-based virtual projectile.
在框56中,方法50可以包括控制交互元件以在检测到交互元件的成功瞄准时产生响应。控制交互元件以产生对成功瞄准的响应可以涉及在控制系统32处生成信号以按可以对顾客12显而易见的方式改变所瞄准的交互元件。例如,交互物理元件30可以响应于由虚拟射弹“击打”来停止、倾倒、跳动和/或摇晃。在图3和图4中图示交互元件对由来自便携装置16的虚拟射弹成功瞄准的响应的更多示例。In block 56, method 50 may include controlling the interactive element to generate a response upon detecting successful aiming of the interactive element. Controlling the interactive element to generate a response to successful aiming may involve generating a signal at control system 32 to change the aimed interactive element in a manner that may be apparent to customer 12. For example, interactive physical element 30 may stop, tip over, bounce, and/or shake in response to being "hit" by a virtual projectile. More examples of responses of interactive elements to successful aiming by a virtual projectile from portable device 16 are illustrated in FIGS. 3 and 4.
图3是根据目前的实施例的其中交互物理元件30的成功瞄准在交互物理元件30中产生响应的交互系统10的示意图。如所图示的,交互环境14包括显示屏26、作为交互物理元件30的交通工具30A以及作为由顾客12握持的便携装置16的爆破器16A。“射击”虚拟射弹可以立即(例如,基本上立即,诸如在毫秒内)通过附加组件(诸如LED)在爆破器16A上产生效果,诸如闪光。该效果可以向顾客12提供指示爆破器16A已“射击”的反馈。3 is a schematic diagram of an interactive system 10 in which successful aiming of an interactive physical element 30 produces a response in the interactive physical element 30, according to the present embodiment. As illustrated, the interactive environment 14 includes a display screen 26, a vehicle 30A as an interactive physical element 30, and a blaster 16A as a portable device 16 held by a customer 12. "Firing" a virtual projectile can immediately (e.g., substantially immediately, such as within milliseconds) produce an effect, such as a flash, on the blaster 16A through an additional component (such as an LED). The effect can provide feedback to the customer 12 indicating that the blaster 16A has been "fired."
爆破器16A和交通工具30A在输入机构的致动时的位置和取向可以使用UWB电路系统(例如,UWB标签24和UWB锚44)来检测并且被记录。另外,使用UWB电路系统的持续(例如,实时)监测可以指示交通工具30A和/或爆破器16A是否曾在触发器的致动时移动。若是如此,则可以运算交通工具30A和/或爆破器16A的速度和/或加速度。在实施例中,交通工具30A和爆破器16A的位置(例如,位置坐标)、取向、速度和/或加速度可以用于模拟/运算虚拟射弹和交通工具30A在爆破器16A已“射击”之后在交互空间中的轨迹。交互空间中的轨迹的该模拟/运算可以用于确定交通工具30A是否曾被来自爆破器16A的虚拟射弹“击打”。The position and orientation of the blaster 16A and the vehicle 30A upon actuation of the input mechanism may be detected and recorded using the UWB circuitry (e.g., UWB tag 24 and UWB anchor 44). In addition, continuous (e.g., real-time) monitoring using the UWB circuitry may indicate whether the vehicle 30A and/or the blaster 16A have moved upon actuation of the trigger. If so, the velocity and/or acceleration of the vehicle 30A and/or the blaster 16A may be calculated. In an embodiment, the position (e.g., position coordinates), orientation, velocity, and/or acceleration of the vehicle 30A and the blaster 16A may be used to simulate/calculate the trajectory of the virtual projectile and the vehicle 30A in the interactive space after the blaster 16A has been "fired". This simulation/calculation of the trajectory in the interactive space may be used to determine whether the vehicle 30A has been "hit" by the virtual projectile from the blaster 16A.
虚拟射弹轨迹模拟可以足够精确以确定交通工具30A的哪个部分已被“击打”。例如,在所图示的实施例中,交通工具30A的轮胎已被“击打”。作为响应(例如,对交通工具30A的轮胎已成功地被瞄准的确定的响应),交通工具30A可以停止移动(例如,由于交通工具30A的轮胎放气、撕裂或爆炸,这可以经由对交通工具30A的轮胎的物理改变来表示;交通工具30A的轮胎可以显现为被损坏/爆炸)。另外,被损坏/爆炸的轮胎28A的碎片可以表示为交互虚拟元件28并且在显示屏26上示出以向顾客12提供指示交通工具30A的轮胎的成功瞄准的附加反馈。交通工具30A的停止和被损坏/爆炸的轮胎28A的碎片的出现可以伴随有从爆破器116A上和/或遍及交互环境14的(一个或多个)扬声器发出的声音效果。例如,声音效果可以包括汽车快速地停止的声音和空气逸出轮胎的声音。声音效果可以响应于交通工具30A的成功瞄准来向顾客12提供附加反馈。以此方式,顾客12可以接收沉浸体验,其中交互物理元件30(例如,交通工具30A)或其部分(例如,被损坏/爆炸的轮胎28A的碎片)响应于交互物理元件30的成功瞄准来被转移到虚拟空间和/或扩展到虚拟空间中(例如,表示为交互虚拟元件28;移动到虚拟空间中)。The virtual projectile trajectory simulation may be accurate enough to determine which portion of the vehicle 30A has been "hit". For example, in the illustrated embodiment, the tire of the vehicle 30A has been "hit". In response (e.g., in response to a determination that the tire of the vehicle 30A has been successfully aimed), the vehicle 30A may stop moving (e.g., due to deflation, tearing, or explosion of the tire of the vehicle 30A, which may be represented via a physical change to the tire of the vehicle 30A; the tire of the vehicle 30A may appear to be damaged/exploded). In addition, fragments of the damaged/exploded tire 28A may be represented as interactive virtual elements 28 and shown on the display screen 26 to provide additional feedback to the customer 12 indicating the successful aiming of the tire of the vehicle 30A. The stopping of the vehicle 30A and the appearance of fragments of the damaged/exploded tire 28A may be accompanied by sound effects emitted from the blaster 116A and/or from (one or more) speakers throughout the interactive environment 14. For example, the sound effects may include the sound of a car stopping quickly and the sound of air escaping from the tire. Sound effects may provide additional feedback to patron 12 in response to successful targeting of vehicle 30A. In this manner, patron 12 may receive an immersive experience in which interactive physical element 30 (e.g., vehicle 30A) or portions thereof (e.g., fragments of damaged/exploded tire 28A) are transferred to and/or expanded into virtual space (e.g., represented as interactive virtual element 28; moved into virtual space) in response to successful targeting of interactive physical element 30.
图4是根据目前的实施例的其中具有虚拟组件的交互物理元件30的成功瞄准在虚拟组件中产生响应的交互系统10的示意图。如所图示的,交互环境14包括作为交互物理元件30的熔断器30B和作为显示屏26上的交互虚拟元件28的烟花主体28B。总而言之,熔断器30B和烟花主体28B是在物理真实世界空间和虚拟空间两者中具有组件的单个交互元件(例如烟花)。熔断器30B显现得从物理真实世界空间扩展到虚拟空间中,其中熔断器30B“连接”到烟花主体28B。实际上,烟花主体28B是显现于显示屏26上的图像,并且熔断器30B可以是邻近/附接到显示屏26的物理熔断器。交互环境14还包括作为由顾客12握持的便携装置16的爆破器16A。FIG. 4 is a schematic diagram of an interactive system 10 in which successful aiming of an interactive physical element 30 with a virtual component produces a response in the virtual component according to the present embodiment. As illustrated, the interactive environment 14 includes a fuse 30B as the interactive physical element 30 and a firework body 28B as the interactive virtual element 28 on the display screen 26. In summary, the fuse 30B and the firework body 28B are a single interactive element (e.g., firework) having components in both the physical real-world space and the virtual space. The fuse 30B appears to extend from the physical real-world space into the virtual space, where the fuse 30B is "connected" to the firework body 28B. In fact, the firework body 28B is an image that appears on the display screen 26, and the fuse 30B can be a physical fuse adjacent to/attached to the display screen 26. The interactive environment 14 also includes a blaster 16A as a portable device 16 held by the customer 12.
在爆破器16A上的输入机构的致动时,“射击”虚拟射弹。虚拟射弹可以“击打”熔断器30B,从而将其点亮(例如,照亮沿着熔断器30B定位的一个或多个光发射器)。熔断器30B的照明可以引起火花的出现以使熔断器30B向上行进到显示屏26上的烟花主体28B。在火花到达烟花主体28B之后,爆炸的烟花的图像可以显现于显示屏26上和/或烟花主体28B可以从显示屏26消失。因而,混合交互元件(例如具有物理组件和虚拟组件的交互元件)的物理组件(例如,熔断器30B)的成功瞄准可以在虚拟组件(例如,烟花主体28B)中产生响应。在实施例中,可能恰恰相反,其中混合交互元件的虚拟组件的成功瞄准可以在混合交互元件的物理组件中产生响应。此外,如所描述的,混合交互元件的物理组件或虚拟组件的成功瞄准可以在混合交互元件的物理组件和虚拟组件两者中产生响应(例如,熔断器30B照亮并且烟花主体28B爆炸;熔断器30B照亮并且然后(诸如通过物理地移出顾客12的视野)消失,并且烟花主体28B爆炸)。Upon actuation of the input mechanism on the blaster 16A, the virtual projectile is "fired." The virtual projectile may "strike" the fuse 30B, thereby lighting it (e.g., illuminating one or more light emitters positioned along the fuse 30B). The illumination of the fuse 30B may cause a spark to appear to cause the fuse 30B to travel upward to the firework body 28B on the display screen 26. After the spark reaches the firework body 28B, an image of an exploding firework may appear on the display screen 26 and/or the firework body 28B may disappear from the display screen 26. Thus, successful targeting of a physical component (e.g., the fuse 30B) of a hybrid interactive element (e.g., an interactive element having both a physical component and a virtual component) may produce a response in a virtual component (e.g., the firework body 28B). In embodiments, the reverse may be true, wherein successful targeting of a virtual component of a hybrid interactive element may produce a response in a physical component of the hybrid interactive element. Furthermore, as described, successful aiming of either a physical or virtual component of the hybrid interactive element may produce a response in both the physical and virtual components of the hybrid interactive element (e.g., fuse 30B illuminates and firework body 28B explodes; fuse 30B illuminates and then disappears (such as by physically moving out of the view of patron 12), and firework body 28B explodes).
在实施例中,与交互物理元件(例如,熔断器30B)相关的交互虚拟元件(例如,烟花主体28B;烟花)可以在“击打”于交互物理元件上之前未在显示屏26上示出。替代地,可以显现得连接或扩展到显示屏26处的虚拟空间中的交互物理元件上的“击打”可以使交互虚拟元件显现于显示屏26上。在这样的情况下,交互物理元件和交互虚拟元件可以不形成混合交互元件,但仍然显现得具有某个连接(例如,交互物理元件接近显示屏26和/或终止于显示屏26处;在一个上的“击打”引起对另一个的改变)。一般而言,交互物理元件和交互虚拟元件可以被调整和/或以协调(例如,在时间上和空间上协调)方式提供效果,以提供各种视觉效果,诸如交互物理元件的至少部分转变到在显示屏26上示出的虚拟空间中的视觉效果。In an embodiment, an interactive virtual element (e.g., firework body 28B; firework) associated with an interactive physical element (e.g., fuse 30B) may not be shown on display screen 26 until “hit” on the interactive physical element. Alternatively, a “hit” on an interactive physical element that may appear connected or extended into virtual space at display screen 26 may cause the interactive virtual element to appear on display screen 26. In such a case, the interactive physical element and the interactive virtual element may not form a hybrid interactive element, but still appear to have some connection (e.g., the interactive physical element approaches and/or terminates at display screen 26; a “hit” on one causes a change to the other). In general, the interactive physical element and the interactive virtual element may be adjusted and/or provide effects in a coordinated (e.g., temporally and spatially coordinated) manner to provide various visual effects, such as a visual effect of at least a portion of an interactive physical element transitioning into virtual space shown on display screen 26.
可以意识到,从位于爆破器16A上或遍及交互环境14分布的附加组件发出的特殊效果可以向顾客12提供反馈。例如,通过可以作为爆破器16A的一部分的触觉技术来递送的爆破器16A的震动可以指示虚拟射弹已被“射击”。另外,烟花的爆炸可以伴随有由交互环境14中的扬声器发出的爆炸的烟花的声音。It will be appreciated that special effects emitted from add-ons located on blaster 16A or distributed throughout interactive environment 14 may provide feedback to patron 12. For example, a vibration of blaster 16A, delivered via haptic technology that may be part of blaster 16A, may indicate that a virtual projectile has been “fired.” Additionally, the explosion of a firework may be accompanied by the sound of the exploding firework emitted by a speaker in interactive environment 14.
图5是根据目前的实施例的响应于通过便携装置(诸如图1的便携装置16)成功瞄准第一交互元件来控制第二交互元件的方法60的流程图。方法60包括由框表示的各种步骤。应当注意到,方法60的至少一些步骤可以由系统(诸如图1的交互系统10)作为自动化规程来执行。尽管流程图图示某一顺序中的步骤,但应当理解到,可以按任何合适的顺序执行步骤,并且在适当的情况下,可以同时地实行某些步骤。附加地,可以将步骤添加到方法60或从方法60省略。此外,方法60的所有步骤中的一些步骤可以由图1的控制系统32的处理器34执行。FIG. 5 is a flow chart of a method 60 for controlling a second interactive element in response to successfully aiming at a first interactive element by a portable device (such as the portable device 16 of FIG. 1 ) according to the present embodiment. The method 60 includes various steps represented by boxes. It should be noted that at least some of the steps of the method 60 can be performed by a system (such as the interactive system 10 of FIG. 1 ) as an automated procedure. Although the flowchart illustrates the steps in a certain sequence, it should be understood that the steps can be performed in any suitable order and that certain steps can be performed simultaneously where appropriate. Additionally, steps can be added to or omitted from the method 60. In addition, some of all the steps of the method 60 can be performed by the processor 34 of the control system 32 of FIG. 1 .
在框62中,方法60可以包括接收便携装置16上的输入机构的致动的指示。输入机构的致动可以指示由便携装置16“射击”虚拟射弹。便携装置16的位置和取向(其可以由UWB电路系统(例如,UWB标签24和UWB锚44)和/或其它合适的组件持续地监测)可以在虚拟射弹的“射击”时被记录。便携装置16的位置和取向可以发送到控制系统32,以便运算/模拟虚拟射弹的轨迹。In block 62, method 60 may include receiving an indication of an actuation of an input mechanism on portable device 16. The actuation of the input mechanism may indicate a "shoot" of a virtual projectile by portable device 16. The position and orientation of portable device 16 (which may be continuously monitored by UWB circuitry (e.g., UWB tag 24 and UWB anchor 44) and/or other suitable components) may be recorded upon the "shoot" of the virtual projectile. The position and orientation of portable device 16 may be sent to control system 32 in order to calculate/simulate a trajectory of the virtual projectile.
在框64中,方法60可以包括基于便携装置16在输入机构的致动期间的位置和取向来确定第一交互元件的成功瞄准。确定第一交互元件的成功瞄准可以涉及将便携装置16和第一交互元件映射到交互空间上。然后,物理学可以应用于运算由便携装置16射击的虚拟射弹的轨迹。In block 64, method 60 may include determining successful aiming of the first interactive element based on the position and orientation of portable device 16 during actuation of the input mechanism. Determining successful aiming of the first interactive element may involve mapping the portable device 16 and the first interactive element onto an interactive space. Physics may then be applied to calculate a trajectory of a virtual projectile fired by portable device 16.
在框66中,方法60可以包括控制第二交互元件以在检测到第一交互元件的成功瞄准时产生响应。控制第二交互元件以产生对成功瞄准的响应可以涉及在控制系统32处生成信号,以按可以对顾客12显而易见的某种方式改变第二交互元件。例如,第二交互元件可以是交互物理元件30,其可以被控制以响应于交互虚拟元件28被虚拟射弹“击打”来在交互环境14中停止、倾倒、跳动和/或摇晃。在图6和图7中图示交互元件对由便携装置16成功瞄准的响应的更多示例。In block 66, method 60 may include controlling the second interactive element to generate a response upon detecting successful aiming of the first interactive element. Controlling the second interactive element to generate a response to successful aiming may involve generating a signal at control system 32 to change the second interactive element in some manner that may be apparent to customer 12. For example, the second interactive element may be an interactive physical element 30 that may be controlled to stop, topple, bounce, and/or shake in interactive environment 14 in response to interactive virtual element 28 being "hit" by a virtual projectile. More examples of responses of interactive elements to successful aiming by portable device 16 are illustrated in FIGS. 6 and 7.
图6是根据目前的实施例的其中交互虚拟元件28的活动在交互物理元件30中产生响应的交互系统10的示意图。如所图示的,交互环境14包括作为交互物理元件30的树30C和作为交互虚拟元件28的炮28C。炮28C可以发射对准树30C的虚拟射弹(例如,炮弹),并且作为响应,树30C可以断裂,指示被炮28C成功瞄准。离开炮28C的虚拟射弹的图像可以显现于显示屏26上。然而,虚拟射弹并非道具或物理对象。相应地,树30C的断裂可以模仿虚拟射弹在物理真实世界空间中的存在。6 is a schematic diagram of an interactive system 10 in which the activity of an interactive virtual element 28 generates a response in an interactive physical element 30 according to the present embodiment. As illustrated, the interactive environment 14 includes a tree 30C as an interactive physical element 30 and a cannon 28C as an interactive virtual element 28. The cannon 28C can fire a virtual projectile (e.g., a cannonball) aimed at the tree 30C, and in response, the tree 30C can break, indicating that it is successfully aimed by the cannon 28C. An image of the virtual projectile leaving the cannon 28C can be displayed on the display screen 26. However, the virtual projectile is not a prop or a physical object. Accordingly, the breaking of the tree 30C can simulate the existence of the virtual projectile in the physical real world space.
在实施例中,炮28C的“射击”可以通过由从顾客12的爆破器16A“射击”的虚拟射弹成功瞄准炮28C来触发。以此方式,顾客与交互虚拟对象的交互可以在物理真实世界空间中产生响应(例如,树的断裂)。在实施例中,通过从爆破器16A向虚拟角色“射击”虚拟射弹来对抗虚拟角色可以使虚拟角色“射击”回,从而在交互物理元件30中产生响应。In an embodiment, a "shot" of cannon 28C may be triggered by successfully aiming cannon 28C with a virtual projectile "shot" from blaster 16A of customer 12. In this way, a customer's interaction with an interactive virtual object may produce a response in the physical real world space (e.g., the breaking of a tree). In an embodiment, confronting a virtual character by "shooting" a virtual projectile from blaster 16A at the virtual character may cause the virtual character to "shoot" back, thereby producing a response in interactive physics element 30.
在实施例中,控制系统32不运算或模拟由炮28C“射击”的虚拟射弹的轨迹。替代地,炮28C可以被预编程为“射击”于树30C处,并且树30C可以被预编程/触发以在炮28C的“射击”时断裂。在实施例中,树30C是静态对象,并且其位置可以不用UWB标签24来跟踪。替代地,其坐标(例如,位置)和状态(例如,完整或断裂)可以在交互体验开始之前对于交互空间是已知的。类似地,炮28C的位置也可以在交互空间中是已知的,因为它是具有预确定/预编程的活动范围的交互虚拟元件28。应当意识到,可以存在多于一个交互物理元件30和/或至少一个可移动的交互物理元件30,所述可移动的交互物理元件30可以被控制以响应于被由交互虚拟元件28“射击”的虚拟射弹“击打”。附加地或备选地,交互虚拟元件28可以在显示屏26上移动(例如,其位置和/或其取向;其目的),使得由交互虚拟元件28“射击”的虚拟射弹可以随时间具有不同轨迹(例如,并且由控制系统32运算以确定(一个或多个)交互物理元件30上的“击打”)。In an embodiment, the control system 32 does not calculate or simulate the trajectory of the virtual projectile "shot" by the cannon 28C. Alternatively, the cannon 28C may be preprogrammed to "shoot" at the tree 30C, and the tree 30C may be preprogrammed/triggered to break upon the "shooting" of the cannon 28C. In an embodiment, the tree 30C is a static object, and its position may not be tracked by the UWB tag 24. Alternatively, its coordinates (e.g., position) and state (e.g., intact or broken) may be known to the interactive space before the interactive experience begins. Similarly, the position of the cannon 28C may also be known in the interactive space because it is an interactive virtual element 28 with a predetermined/preprogrammed range of motion. It should be appreciated that there may be more than one interactive physical element 30 and/or at least one movable interactive physical element 30 that may be controlled in response to being "hit" by a virtual projectile "shot" by the interactive virtual element 28. Additionally or alternatively, the interactive virtual element 28 can be moved on the display screen 26 (e.g., its position and/or its orientation; its purpose) so that a virtual projectile "shot" by the interactive virtual element 28 can have different trajectories over time (e.g., and calculated by the control system 32 to determine a "hit" on the interactive physical element(s) 30).
图7是根据目前的实施例的其中对交互虚拟元件28的成功瞄准的响应是将得分添加到顾客12的顾客简档的交互系统10的示意图。如所图示的,交互环境14包括作为由顾客12握持的便携装置16的弹弓16B。另外,交互环境14包括作为显示屏26上的交互虚拟元件28的动态目标28D(例如,鸟)。虚拟射弹70(例如,卵石)在显示屏26上示出。7 is a schematic diagram of an interactive system 10 in which the response to successful aiming of an interactive virtual element 28 is to add a score to the customer profile of the customer 12, according to the present embodiment. As illustrated, the interactive environment 14 includes a slingshot 16B as a portable device 16 held by the customer 12. In addition, the interactive environment 14 includes a dynamic target 28D (e.g., a bird) as an interactive virtual element 28 on the display screen 26. A virtual projectile 70 (e.g., a pebble) is shown on the display screen 26.
虚拟射弹70的轨迹可以基于弹弓16B的位置和/或取向来运算/模拟。另外,由于被预编程和/或映射到交互空间,动态目标28D的移动可以是已知的。在确定由虚拟射弹70成功瞄准动态目标28D时,得分可以添加到顾客简档。The trajectory of the virtual projectile 70 may be calculated/simulated based on the position and/or orientation of the slingshot 16B. Additionally, the movement of the dynamic target 28D may be known due to being pre-programmed and/or mapped to the interactive space. Upon determining that the dynamic target 28D is successfully aimed at by the virtual projectile 70, a score may be added to the customer profile.
在实施例中,顾客简档可以至少暂时地与主题相关联。例如,顾客简档可以具有射击主题。例如,响应于具有射击主题的顾客简档,显示屏26上的虚拟射弹70的表示可以被变更成看起来像燃烧的对象。另外,向顾客12提供的特殊效果/反馈可以受到主题的影响。例如,弹弓16B上的光发射器(例如,附加组件中的一个附加组件)可以在发射射弹时点亮红色。交互环境14中的触觉技术可以将对目标的成功瞄准的附加反馈作为热闪光提供。形成对照的是,如果顾客简档具有冰主题,则弹弓16B上以及遍及交互环境14的光发射器可以点亮蓝色,并且触觉技术可以提供冷空气。In an embodiment, a customer profile may be associated with a theme, at least temporarily. For example, a customer profile may have a shooting theme. For example, in response to a customer profile having a shooting theme, the representation of a virtual projectile 70 on display screen 26 may be altered to look like a burning object. Additionally, the special effects/feedback provided to customer 12 may be affected by the theme. For example, a light emitter (e.g., one of the add-ons) on slingshot 16B may light up red when a projectile is fired. Haptic technology in interactive environment 14 may provide additional feedback of successful aiming at a target as a hot flash. In contrast, if a customer profile has an ice theme, light emitters on slingshot 16B and throughout interactive environment 14 may light up blue, and haptic technology may provide cool air.
虽然只有某些特征在本文中已被图示和描述,但本领域技术人员将想到许多修改和改变。因此,要理解到,所附权利要求旨在涵盖如落入本公开的真实精神内的所有这样的修改和改变。Although only certain features have been illustrated and described herein, many modifications and changes will occur to those skilled in the art. It is, therefore, to be understood that the appended claims are intended to cover all such modifications and changes as fall within the true spirit of the disclosure.
本文中所呈现并且要求保护的技术被引用并且应用于可论证地改进本技术领域的实践性质的实质性对象和具体示例,并照此不是抽象、无形或纯理论的。此外,如果本说明书的末尾所附的任何权利要求包含指定为“用于(执行)……(功能)的部件”或“用于(执行)……(功能)的步骤”的一个或多个元素,则旨在这样的元素要根据35U.S.C.112(f)而解释。然而,对于包含以任何其它方式指定的元素的任何权利要求,旨在这样的元素并非要根据35U.S.C.112(f)而解释。The technology presented and claimed herein is cited and applied to substantial objects and specific examples that demonstrably improve the practical nature of the art, and as such is not abstract, intangible, or purely theoretical. In addition, if any claim attached at the end of this specification contains one or more elements designated as "a component for (performing) ... (function)" or "a step for (performing) ... (function)", it is intended that such elements are to be interpreted in accordance with 35 U.S.C. 112(f). However, for any claim containing elements designated in any other manner, it is intended that such elements are not to be interpreted in accordance with 35 U.S.C. 112(f).
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| PCT/US2023/016807WO2023192423A1 (en) | 2022-03-30 | 2023-03-30 | Systems and methods for producing responses to interactions within an interactive environment |
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