U.S. Pat. No. 9,454,849

AUGMENTED REALITY PLAYSPACES WITH ADAPTIVE GAME RULES

AssigneeMicrosoft Technology Licensing, LLC

Issue DateNovember 29, 2012

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U.S. Patent No. 9,454,849: Augmented reality playspaces with adaptive game rules

U.S. Patent No. 9,454,849: Augmented reality playspaces with adaptive game rules

Issued September 27, 2016, to Microsoft Technology Licensing, LLC
Priority Date November 03, 2011

 

Summary:
U.S. Patent No. 9,454,849 (the ‘849 Patent) describes a method for generating a virtual gaming environment based on real-world objects. The patent describes a scenario where a player puts on an augmented reality head set and begins to travel around the real world. During the player’s travels, he may encounter monsters or puzzles which is generated by the headset. The headset will generate the monsters based on the real world environment surrounding the player. For example, a player in a forest is more likely to encounter a forest monster than an ocean monster. While wearing the headset, players will be able to interact with both real objects and virtual objects. Virtual objects will be created based on a variety of factors, including the real world environment.

Abstract:
A system for generating a virtual gaming environment based on features identified within a real-world environment, and adapting the virtual gaming environment over time as the features identified within the real-world environment change is described. Utilizing the technology described, a person wearing a head-mounted display device (HMD) may walk around a real-world environment and play a virtual game that is adapted to that real-world environment. For example, the HMD may identify environmental features within a real-world environment such as five grassy areas and two cars, and then spawn virtual monsters based on the location and type of the environmental features identified. The location and type of the environmental features identified may vary depending on the particular real-world environment in which the HMD exists and therefore each virtual game may look different depending on the particular real-world environment.

Illustrative Claim:
1. A method for generating an augmented reality environment, comprising: generating one or more virtual objects associated with a computing application using a mobile device, the one or more virtual objects include a first virtual object: identifying one or more real-world objects within a first real-world environment that are of a particular type; acquiring a computing application requirement that a particular number of real-world objects of the particular type be identified within the first real-world environment from the computing application; determining that a number of the one or more real-world objects identified within the first real-world environment of the particular type is not equal to the particular number of real-world objects required by the computing application; adjusting the one or more virtual objects in response to determining that the number of the one or more real-world objects identified within the first real-world environment of the particular type is not equal to the particular number of real-world objects required by the computing application, the one or more virtual objects include a first virtual object that moves within the augmented reality environment; detecting a particular sound using the mobile device; determining a distance between the first virtual object within the augmented reality environment and the mobile device; setting a degree of transparency for the first virtual object based on the distance between the first virtual object within the augmented reality environment and the mobile device in response to detecting the particular sound; generating one or more images associated with the first virtual object based on the degree of transparency; and displaying on the mobile device the one or more images, the one or more images are displayed such that the first virtual object is perceived to exist within the augmented reality environment.

Illustrative Figure

Abstract

A system for generating a virtual gaming environment based on features identified within a real-world environment, and adapting the virtual gaming environment over time as the features identified within the real-world environment change is described. Utilizing the technology described, a person wearing a head-mounted display device (HMD) may walk around a real-world environment and play a virtual game that is adapted to that real-world environment. For example, the HMD may identify environmental features within a real-world environment such as five grassy areas and two cars, and then spawn virtual monsters based on the location and type of the environmental features identified. The location and type of the environmental features identified may vary depending on the particular real-world environment in which the HMD exists and therefore each virtual game may look different depending on the particular real-world environment.

Description

DETAILED DESCRIPTION Technology is described for generating a virtual gaming environment based on features identified within a real-world environment, and adapting the virtual gaming environment over time as the features identified within the real-world environment change. Utilizing the technology described, a person wearing a head-mounted display device (HMD) may walk around a real-world environment and play a virtual game that is adapted to that real-world environment. For example, the HMD may identify environmental features within a real-world environment such as five grassy areas and two cars, and then spawn virtual monsters based on the location and type of the environmental features identified. The location and type of the environmental features identified may vary depending on the particular real-world environment in which the HMD exists and therefore each virtual game may look different depending on the particular real-world environment. With the advent and proliferation of continuously-enabled and network-connected mobile computing devices, such as head-mounted display devices (HMDs), the amount of information available to an end user of such computing devices at any given time is immense. In some cases, an augmented reality environment may be perceived by an end user of a mobile computing device. In one example, the augmented reality environment may comprise a virtual gaming environment controlled by a gaming application. The gaming application may include one of any number of different gaming applications such as virtual versions of classical board games such as chess or checkers, action games including first person shooting games, action adventure games featuring long term obstacles as well as components of action games, simulation-type games based on construction or life simulation, role playing games where an end user is cast in a particular role in one or more adventures which may or may not utilize specific skill sets, strategy games, vehicle simulation games, and ...

DETAILED DESCRIPTION

Technology is described for generating a virtual gaming environment based on features identified within a real-world environment, and adapting the virtual gaming environment over time as the features identified within the real-world environment change. Utilizing the technology described, a person wearing a head-mounted display device (HMD) may walk around a real-world environment and play a virtual game that is adapted to that real-world environment. For example, the HMD may identify environmental features within a real-world environment such as five grassy areas and two cars, and then spawn virtual monsters based on the location and type of the environmental features identified. The location and type of the environmental features identified may vary depending on the particular real-world environment in which the HMD exists and therefore each virtual game may look different depending on the particular real-world environment.

With the advent and proliferation of continuously-enabled and network-connected mobile computing devices, such as head-mounted display devices (HMDs), the amount of information available to an end user of such computing devices at any given time is immense. In some cases, an augmented reality environment may be perceived by an end user of a mobile computing device. In one example, the augmented reality environment may comprise a virtual gaming environment controlled by a gaming application. The gaming application may include one of any number of different gaming applications such as virtual versions of classical board games such as chess or checkers, action games including first person shooting games, action adventure games featuring long term obstacles as well as components of action games, simulation-type games based on construction or life simulation, role playing games where an end user is cast in a particular role in one or more adventures which may or may not utilize specific skill sets, strategy games, vehicle simulation games, and social games. The virtual gaming environment may include one or more virtual objects that are generated and/or adapted based on environmental features identified within a real-world environment in which the mobile computing device exists.

One issue with providing a virtual gaming environment in which one or more virtual objects (e.g., virtual monsters) depend upon the identification of environmental features within a real-world environment involves providing mechanisms for adapting the virtual gaming environment when the environmental features change. For example, the environmental features may change as the real-world environment in which a mobile computing device exists naturally evolves (e.g., the environmental features may include non-static objects such as cars in a parking lot or people in a field). The environmental features may also change as an end user of the mobile computing device physically moves out of a first real-world environment and into a second real-world environment with significantly different environmental features. A real-world environment may comprise the viewable environment within a particular distance from a mobile computing device (e.g., the environment surrounding a mobile computing device that is within 100 feet of the mobile computing device). Furthermore, the virtual gaming environment may also have to operate in a real-world environment in which no pre-defined points of reference (e.g., fiduciary markers) or pre-defined boundaries are provided.

Another issue with providing a virtual gaming environment in which one or more virtual objects depend upon the identification of environmental features within a real-world environment involves providing game balancing such that a consistent virtual gaming environment is presented across different real-world environments. In one example, the game balancing may comprise maintaining a particular degree of difficulty associated with a virtual gaming environment across different real-world environments. The particular degree of difficulty may require, for example, that a particular number of virtual obstacles and/or virtual targets be kept constant or substantially the same within the virtual gaming environment regardless of the corresponding real-world environment. In another example, the game balancing may comprise equalizing a particular degree of difficulty associated with two different real-world environments by generating a shared playspace in which game players located in different real-world environments may perceive and interact with the same shared playspace. Thus, there is a need for an augmented reality system capable of adapting one or more virtual objects as environmental features change over time and providing game balancing across different real-world environments.

In some embodiments, an augmented reality environment includes one or more virtual objects that are generated and/or adapted based on environmental features identified within a real-world environment. The real-world environment may be an emerging environment in which the locations and number of environmental features identified are not pre-defined. The one or more virtual objects may be associated with a gaming application and automatically scaled to fit within the real-world environment. The one or more virtual objects may also be adjusted such that a degree of difficulty of the gaming application is achieved or maintained. The augmented reality environment may also include other virtual objects associated with different environmental features identified within a different real-world environment. The inclusion of the other virtual objects allows for a shared playspace in which game players located in different real-world environments may perceive and interact with the same shared playspace.

FIG. 1is a block diagram of one embodiment of a networked computing environment100in which the disclosed technology may be practiced. Networked computing environment100includes a plurality of computing devices interconnected through one or more networks180. The one or more networks180allow a particular computing device to connect to and communicate with another computing device. The depicted computing devices include mobile device11, computing environment12, mobile device19, and application server150. In some embodiments, the plurality of computing devices may include other computing devices not shown. In some embodiments, the plurality of computing devices may include more than or less than the number of computing devices shown inFIG. 1. The one or more networks180may include a secure network such as an enterprise private network, an unsecure network such as a wireless open network, a local area network (LAN), a wide area network (WAN), and the Internet. Each network of the one or more networks180may include hubs, bridges, routers, switches, and wired transmission media such as a wired network or direct-wired connection.

A server, such as application server150, may allow a client to download information (e.g., text, audio, image, and video files) from the server or to perform a search query related to particular information stored on the server. In general, a “server” may include a hardware device that acts as the host in a client-server relationship or a software process that shares a resource with or performs work for one or more clients. Communication between computing devices in a client-server relationship may be initiated by a client sending a request to the server asking for access to a particular resource or for particular work to be performed. The server may subsequently perform the actions requested and send a response back to the client.

One embodiment of mobile device19includes a network interface145, processor146, memory147, camera148, sensors149, and display150, all in communication with each other. Network interface145allows mobile device19to connect to one or more networks180. Network interface145may include a wireless network interface, a modem, and/or a wired network interface. Processor146allows mobile device19to execute computer readable instructions stored in memory147in order to perform processes discussed herein. Camera148may capture color images and/or depth images. Sensors149may generate motion and/or orientation information associated with mobile device19. Sensors149may comprise an inertial measurement unit (IMU). Display150may display digital images and/or videos. Display150may comprise a see-through display.

Networked computing environment100may provide a cloud computing environment for one or more computing devices. Cloud computing refers to Internet-based computing, wherein shared resources, software, and/or information are provided to one or more computing devices on-demand via the Internet (or other global network). The term “cloud” is used as a metaphor for the Internet, based on the cloud drawings used in computer networking diagrams to depict the Internet as an abstraction of the underlying infrastructure it represents.

In one example, mobile device19comprises a head-mounted display device (HMD) that provides a mixed reality environment for an end user of the HMD. The HMD may comprise a video see-through and/or an optical see-through system. An optical see-through HMD worn by an end user may allow actual direct viewing of a real-world environment (e.g., via transparent lenses) and may, at the same time, project images of a virtual object into the visual field of the end user thereby augmenting the real-world environment perceived by the end user with the virtual object.

Utilizing the HMD, the end user may move around a real-world environment (e.g., a living room) wearing the HMD and perceive views of the real-world overlaid with images of virtual objects. The virtual objects may appear to maintain coherent spatial relationship with the real-world environment (i.e., as the end user turns their head or moves within the real-world environment, the images displayed to the end user will change such that the virtual objects appear to exist within the real-world environment as perceived by the end user). The virtual objects may also appear fixed with respect to the end user's point of view (e.g., a virtual menu that always appears in the top right corner of the end user's point of view regardless of how the end user turns their head or moves within the real-world environment). In one embodiment, environmental mapping of the real-world environment is performed by application server150(i.e., on the server side) while camera localization is performed on mobile device19(i.e., on the client side). The virtual objects may include a text description associated with a real-world object. The virtual objects may also include virtual obstacles (e.g., non-movable virtual walls) and virtual targets (e.g., virtual monsters).

In some embodiments, a mobile device, such as mobile device19, may be in communication with a server in the cloud, such as application server150, and may provide to the server location information (e.g., the location of the mobile device via GPS coordinates) and/or image information (e.g., information regarding objects detected within a field of view of the mobile device) associated with the mobile device. In response, the server may transmit to the mobile device one or more virtual objects based upon the location information and/or image information provided to the server.

FIG. 2depicts one embodiment of a portion of an HMD, such as mobile device19inFIG. 1. Only the right side of a head-mounted device is depicted. HMD200includes right temple202, nose bridge204, eye glass216, and eye glass frame214. Right temple202includes a capture device213(e.g., a front facing camera and/or microphone) in communication with processing unit236. The capture device213may include one or more cameras for recording digital images and/or videos and may transmit the visual recordings to processing unit236. The one or more cameras may capture color information, IR information, and/or depth information. The capture device213may also include one or more microphones for recording sounds and may transmit the audio recordings to processing unit236.

Right temple202also includes ear phones230, motion and orientation sensor238, GPS receiver232, power supply239, and wireless interface237, all in communication with processing unit236. Motion and orientation sensor238may include a three axis magnetometer, a three axis gyro, and/or a three axis accelerometer. In one embodiment, the motion and orientation sensor238may comprise an inertial measurement unit (IMU). The GPS receiver may determine a GPS location associated with HMD200. Processing unit236may include one or more processors and a memory for storing computer readable instructions to be executed on the one or more processors. The memory may also store other types of data to be executed on the one or more processors.

In one embodiment, eye glass216may comprise a see-through display, whereby images generated by processing unit236may be projected and/or displayed on the see-through display. The capture device213may be calibrated such that a field of view captured by the capture device213corresponds with the field of view as seen by an end user of HMD200. The ear phones230may be used to output sounds associated with the images of virtual objects. In some embodiments, HMD200may include two or more front facing cameras (e.g., one on each temple) in order to obtain depth from stereo information associated with the field of view captured by the front facing cameras. The two or more front facing cameras may also comprise 3-D, IR, and/or RGB cameras. Depth information may also be acquired from a single camera utilizing depth from motion techniques. For example, two images may be acquired from the single camera associated with two different points in space at different points in time. Parallax calculations may then be performed given position information regarding the two different points in space.

FIGS. 3A-3Eprovide examples of various augmented reality environments, as seen by an end user wearing a see-through HMD, in which one or more virtual objects are generated or adapted based on environmental features identified within various real-world environments.

FIG. 3Adepicts one embodiment of an augmented reality environment310as seen by an end user wearing an HMD, such as mobile device19inFIG. 1. The end user may view both real objects and virtual objects. The real objects may include a chair16. The virtual objects may include virtual monsters17a-b. As the virtual monsters17a-bare displayed or overlaid over the real-world environment as perceived through the see-through lenses of the HMD, the end user of the HMD may perceive that the virtual monsters17a-bexist within the real-world environment.

In one embodiment, augmented reality environment310comprises a virtual gaming environment in which the virtual monsters17a-bare generated based on the amount of open space available within the real-world environment corresponding with augmented reality environment310. The virtual monsters17a-bmay also be generated or spawned from various real-world objects such as chair16.

FIG. 3Bdepicts one embodiment of an augmented reality environment315as seen by an end user wearing an HMD, such as mobile device19inFIG. 1. The end user may view real objects and virtual objects. The real objects may include a chair16and a computing system10. The virtual objects may include a virtual monster17a. The computing system10may include a computing environment12, a capture device20, and a display14, all in communication with each other. Computing environment12may include one or more processors. Capture device20may include one or more color or depth sensing cameras that may be used to visually monitor one or more targets including humans and one or more other real objects within a particular real-world environment. Capture device20may also include a microphone. In one example, capture device20may include a depth sensing camera and a microphone and computing environment12may comprise a gaming console. The computing system10may support multiple mobile devices or clients by providing them with virtual objects and/or mapping information regarding the real-world environment.

In some embodiments, the computing system10may track and analyze virtual objects within the augmented reality environment315. The computing system10may also track and analyze real objects within the real-world environment corresponding with augmented reality environment315. The rendering of images associated with virtual objects, such as virtual monster17a, may be performed by computing system10or by the HMD. The computing system10may also provide 3-D maps associated with augmented reality environment315to the HMD.

FIG. 3Cdepicts one embodiment of an augmented reality environment320as seen by an end user wearing an HMD, such as mobile device19inFIG. 1. The end user may view both real objects and virtual objects. The real objects may include a chair16. The virtual objects may include virtual monsters17a-d. As the virtual monsters17a-dare displayed or overlaid over the real-world environment as perceived through the see-through lenses of the HMD, the end user of the HMD may perceive that the virtual monsters17a-dexist within the real-world environment.

As depicted, the real-world environment associated with augmented reality environment320simulates more open space compared with the real-world environment associated with augmented reality environment310inFIG. 3A. In order to achieve a particular degree of difficulty associated with a gaming application, the larger amount of open space may require a greater number of virtual monsters to appear within augmented reality environment320(e.g., dodging four virtual monsters moving within a large real-world area may be deemed as difficult as dodging two virtual monsters within a smaller real-world area). However, in other gaming applications, a larger amount of open space may correspond with a more difficult gaming environment.

FIG. 3Ddepicts one embodiment of an augmented reality environment330as seen by an end user wearing an HMD, such as mobile device19inFIG. 1. The end user may view both real objects and virtual objects. The real objects may include a chair16. The virtual objects may include virtual monsters17a-c, a virtual person29, and a virtual box39. As the virtual objects are displayed or overlaid over the real-world environment as perceived through the see-through lenses of the HMD, the end user of the HMD may perceive that the virtual objects exist within the real-world environment.

In one embodiment, virtual person29may correspond with an environmental feature identified within a different real-world environment (e.g., a person is standing in front of another HMD in the different real-world environment). Virtual box39may correspond with another environmental feature identified within the different real-world environment (e.g., the person associated with virtual person29may be looking at a car that is represented as virtual box39). The inclusion of virtual objects associated with a different real-world environment allows for a shared playspace in which game players located in different real-world environments may perceive and interact with the same shared playspace. For example, an end user of the other HMD in the different real-world environment may perceive a virtual object corresponding with chair16and real objects corresponding with virtual person29and virtual box39. The virtual objects associated with a different real-world environment may be stationary (e.g., a virtual tree) or mobile over time (e.g., a virtual person).

FIG. 3Edepicts one embodiment of an augmented reality environment as seen by an end user wearing an HMD, such as mobile device19inFIG. 1. The end user may view both real objects and virtual objects. The real objects may include a chair16. The virtual objects may include virtual game objects49comprising one or more virtual blocks. As the virtual objects are displayed or overlaid over the real-world environment as perceived through the see-through lenses of the HMD, the end user of the HMD may perceive that the virtual objects exist within the real-world environment.

In one embodiment, the virtual game objects49are scaled such that the virtual game objects49may fit within an open space within the real-world environment. For example, a gaming application may require that the virtual game objects49need to fit within an 8 foot by 8 foot by 8 foot cube including 2 feet of buffer space so that a person can move around the virtual game objects. The amount of open space required may depend on the number of game players playing the gaming application (e.g., the amount of open space required may increase as the number of game players increases). The amount of open space required may also expand or contract based on environmental limitations determined by one or more different environments associated with each of the game players. In some cases, an augmented reality system may automatically scale the virtual game objects49in order to fit within a three-dimensional space that is smaller than the three-dimensional space required by the gaming application. The scaling may be applied to one or more of the dimensions associated with each of the virtual game objects49. The augmented reality system may also suggest possible origins for virtual game objects49(e.g., based on the locations of one or more game players within an environment) and receive feedback from the end user of the HMD.

In one embodiment, a gaming application comprises a remote-controlled helicopter rescue game where a virtual helicopter flies within an environment subject to real-world objects and virtual objects located within the environment (e.g., the virtual helicopter cannot fly through the real-world and/or virtual objects within the environment) and rescues virtual people attached to various real-world objects and/or virtual objects within the environment. The real-world objects may include lamps, people, furniture, or walls. The virtual objects may include virtual blocks, such as virtual game objects49, or virtual landmarks. The gaming application may require that particular real-world objects within the environment (e.g., a lamp) generate one or more virtual objects. For example, the gaming application may require that each lamp in an environment shoot out virtual lava and rocks periodically thereby providing additional virtual objects for the helicopter to maneuver around.

In some embodiments, an augmented reality system may provide one or more gaming recommendations based on environmental features identified within an environment. The one or more gaming recommendations may be based, for example, on the size of an open space. For example, a large open space may support a game of virtual laser tag, while a smaller space may be better suited for a game of virtual chess. The augmented reality environment may provide gaming recommendations based on games that an end user has already purchased or otherwise has available to them. The augmented reality system may also provide purchasing suggestions for games that an end user has not yet purchased based on the environmental features identified.

FIG. 4illustrates one embodiment of a computing system10including a capture device20and computing environment12. In some embodiments, capture device20and computing environment12may be integrated within a single computing device. The single computing device may comprise a mobile device, such as mobile device19inFIG. 1.

In one embodiment, the capture device20may include one or more image sensors for capturing images and videos. An image sensor may comprise a CCD image sensor or a CMOS image sensor. In some embodiments, capture device20may include an IR CMOS image sensor. The capture device20may also include a depth sensor (or depth sensing camera) configured to capture video with depth information including a depth image that may include depth values via any suitable technique including, for example, time-of-flight, structured light, stereo image, or the like.

The capture device20may include an image camera component32. In one embodiment, the image camera component32may include a depth camera that may capture a depth image of a scene. The depth image may include a two-dimensional (2-D) pixel area of the captured scene where each pixel in the 2-D pixel area may represent a depth value such as a distance in, for example, centimeters, millimeters, or the like of an object in the captured scene from the image camera component32.

The image camera component32may include an IR light component34, a three-dimensional (3-D) camera36, and an RGB camera38that may be used to capture the depth image of a capture area. For example, in time-of-flight analysis, the IR light component34of the capture device20may emit an infrared light onto the capture area and may then use sensors to detect the backscattered light from the surface of one or more objects in the capture area using, for example, the 3-D camera36and/or the RGB camera38. In some embodiments, pulsed infrared light may be used such that the time between an outgoing light pulse and a corresponding incoming light pulse may be measured and used to determine a physical distance from the capture device20to a particular location on the one or more objects in the capture area. Additionally, the phase of the outgoing light wave may be compared to the phase of the incoming light wave to determine a phase shift. The phase shift may then be used to determine a physical distance from the capture device to a particular location associated with the one or more objects.

In another example, the capture device20may use structured light to capture depth information. In such an analysis, patterned light (i.e., light displayed as a known pattern such as grid pattern or a stripe pattern) may be projected onto the capture area via, for example, the IR light component34. Upon striking the surface of one or more objects (or targets) in the capture area, the pattern may become deformed in response. Such a deformation of the pattern may be captured by, for example, the 3-D camera36and/or the RGB camera38and analyzed to determine a physical distance from the capture device to a particular location on the one or more objects. Capture device20may include optics for producing collimated light. In some embodiments, a laser projector may be used to create a structured light pattern. The light projector may include a laser, laser diode, and/or LED.

In some embodiments, two or more different cameras may be incorporated into an integrated capture device. For example, a depth camera and a video camera (e.g., an RGB video camera) may be incorporated into a common capture device. In some embodiments, two or more separate capture devices of the same or differing types may be cooperatively used. For example, a depth camera and a separate video camera may be used, two video cameras may be used, two depth cameras may be used, two RGB cameras may be used, or any combination and number of cameras may be used. In one embodiment, the capture device20may include two or more physically separated cameras that may view a capture area from different angles to obtain visual stereo data that may be resolved to generate depth information. Depth may also be determined by capturing images using a plurality of detectors that may be monochromatic, infrared, RGB, or any other type of detector and performing a parallax calculation. Other types of depth image sensors can also be used to create a depth image.

As depicted inFIG. 4, capture device20may include one or more microphones40. Each of the one or more microphones40may include a transducer or sensor that may receive and convert sound into an electrical signal. The one or more microphones may comprise a microphone array in which the one or more microphones may be arranged in a predetermined layout.

The capture device20may include a processor42that may be in operative communication with the image camera component32. The processor may include a standardized processor, a specialized processor, a microprocessor, or the like. The processor42may execute instructions that may include instructions for storing filters or profiles, receiving and analyzing images, determining whether a particular situation has occurred, or any other suitable instructions. It is to be understood that at least some image analysis and/or target analysis and tracking operations may be executed by processors contained within one or more capture devices such as capture device20.

The capture device20may include a memory44that may store the instructions that may be executed by the processor42, images or frames of images captured by the 3-D camera or RGB camera, filters or profiles, or any other suitable information, images, or the like. In one example, the memory44may include random access memory (RAM), read only memory (ROM), cache, Flash memory, a hard disk, or any other suitable storage component. As depicted, the memory44may be a separate component in communication with the image capture component32and the processor42. In another embodiment, the memory44may be integrated into the processor42and/or the image capture component32. In other embodiments, some or all of the components32,34,36,38,40,42and44of the capture device20may be housed in a single housing.

The capture device20may be in communication with the computing environment12via a communication link46. The communication link46may be a wired connection including, for example, a USB connection, a FireWire connection, an Ethernet cable connection, or the like and/or a wireless connection such as a wireless 802.11b, g, a, or n connection. The computing environment12may provide a clock to the capture device20that may be used to determine when to capture, for example, a scene via the communication link46. In one embodiment, the capture device20may provide the images captured by, for example, the 3-D camera36and/or the RGB camera38to the computing environment12via the communication link46.

As depicted inFIG. 4, computing environment12includes image and audio processing engine194in communication with application196. Application196may comprise an operating system application or other computing application such as a gaming application. Image and audio processing engine194includes virtual data engine197, object and gesture recognition engine190, structure data198, processing unit191, and memory unit192, all in communication with each other. Image and audio processing engine194processes video, image, and audio data received from capture device20. To assist in the detection and/or tracking of objects, image and audio processing engine194may utilize structure data198and object and gesture recognition engine190. Virtual data engine197processes virtual objects and registers the position and orientation of virtual objects in relation to various maps of a real-world environment stored in memory unit192.

Processing unit191may include one or more processors for executing object, facial, and voice recognition algorithms. In one embodiment, image and audio processing engine194may apply object recognition and facial recognition techniques to image or video data. For example, object recognition may be used to detect particular objects (e.g., soccer balls, cars, people, or landmarks) and facial recognition may be used to detect the face of a particular person. Image and audio processing engine194may apply audio and voice recognition techniques to audio data. For example, audio recognition may be used to detect a particular sound. The particular faces, voices, sounds, and objects to be detected may be stored in one or more memories contained in memory unit192. Processing unit191may execute computer readable instructions stored in memory unit192in order to perform processes discussed herein.

The image and audio processing engine194may utilize structural data198while performing object recognition. Structure data198may include structural information about targets and/or objects to be tracked. For example, a skeletal model of a human may be stored to help recognize body parts. In another example, structure data198may include structural information regarding one or more inanimate objects in order to help recognize the one or more inanimate objects.

The image and audio processing engine194may also utilize object and gesture recognition engine190while performing gesture recognition. In one example, object and gesture recognition engine190may include a collection of gesture filters, each comprising information concerning a gesture that may be performed by a skeletal model. The object and gesture recognition engine190may compare the data captured by capture device20in the form of the skeletal model and movements associated with it to the gesture filters in a gesture library to identify when a user (as represented by the skeletal model) has performed one or more gestures. In one example, image and audio processing engine194may use the object and gesture recognition engine190to help interpret movements of a skeletal model and to detect the performance of a particular gesture.

In some embodiments, one or more objects being tracked may be augmented with one or more markers such as an IR retroreflective marker to improve object detection and/or tracking. Planar reference images, coded AR markers, QR codes, and/or bar codes may also be used to improve object detection and/or tracking. Upon detection of one or more objects and/or gestures, image and audio processing engine194may report to application196an identification of each object or gesture detected and a corresponding position and/or orientation if applicable.

More information about detecting and tracking objects can be found in U.S. patent application Ser. No. 12/641,788, “Motion Detection Using Depth Images,” filed on Dec. 18, 2009; and U.S. patent application Ser. No. 12/475,308, “Device for Identifying and Tracking Multiple Humans over Time,” both of which are incorporated herein by reference in their entirety. More information about object and gesture recognition engine190can be found in U.S. patent application Ser. No. 12/422,661, “Gesture Recognizer System Architecture,” filed on Apr. 13, 2009, incorporated herein by reference in its entirety. More information about recognizing gestures can be found in U.S. patent application Ser. No. 12/391,150, “Standard Gestures,” filed on Feb. 23, 2009; and U.S. patent application Ser. No. 12/474,655, “Gesture Tool,” filed on May 29, 2009, both of which are incorporated by reference herein in their entirety.

FIGS. 5A and 5Bprovide examples of various processes for generating and/or adapting one or more virtual objects based on environmental features identified within a real-world environment. In some cases, an HMD may perform the processes described inFIGS. 5A and 5Bwhen generating an augmented reality environment associated with a particular computing application.

FIG. 5Ais a flowchart describing one embodiment of a process for generating and adapting one or more virtual objects. The process ofFIG. 5Amay be performed continuously and by one or more computing devices. Each step in the process ofFIG. 5Amay be performed by the same or different computing devices as those used in other steps, and each step need not necessarily be performed by a single computing device. In one embodiment, the process ofFIG. 5Ais performed by a mobile device such as mobile device19inFIG. 1.

In step502, one or more environmental requirements are determined. The one or more environmental requirements may include a requirement that a real-world environment includes an open space region of at least a first area and/or volume. The one or more environmental requirements may also include a requirement that at least a particular number of environmental surfaces of a particular type exist within the real-world environment. The environmental surfaces of a particular type may include areas of grass, areas of water, areas of concrete, or flat surface areas. The one or more environmental requirements may also include a requirement that a particular number of real-world objects such as trees, cars, or people be identified within the real-world environment.

In one embodiment, the one or more environmental requirements may be determined by acquiring the one or more environmental requirements from a particular computing application. In some embodiments, the one or more environmental requirements may be determined via a negotiated process wherein the one or more environmental requirements are initially set based on application desired requirements within a real-world environment. The negotiated process may involve a computing application receiving feedback regarding environmental features within the real-world environment (e.g., the computing application may receive a ranking and/or identification of various environmental features within the real-world environment prior to determining the one or more environmental requirements).

In step504, a first set of environmental features is identified within a first real-world environment. The first set of environmental features may include the identification and location of various objects and/or landmarks within the first real-world environment. For example, the first set of environmental features may include the identification and location of trees and cars within the first real-world environment. The first set of environmental features may also include the identification and location of various open spaces within the first real-world environment.

In some embodiments, the first set of environmental features may include light sources such as televisions, computer monitors, and lamps or other light fixtures. The first set of environmental features may also include clutter-free surfaces such as surface regions of floors, walls, or table-tops that do not contain real-world objects on their respective surfaces. For example, a clutter-free surface may include a surface region of a wall in which no pictures or other wall hangings are present. The clutter-free surfaces may be planar or non-planar surfaces.

The first set of environmental features may include a walkable mesh region. A mesh may comprise a detailed geometric representation of various features and surfaces within a particular environment or region of an environment. In some cases, the walkable mesh region may comprise a clutter-free floor space in which a person wearing an HMD may navigate without walking into real-world obstacles. Historical data associated with walkable paths previously taken by the person wearing the HMD may be utilized in order to help identify the walkable mesh region.

In one embodiment, the first set of environmental features may be used to identify one or more unique rooms or zones associated with a larger environment. In one example, the first unique room may include a kitchen and a second unique room may include a bedroom both existing within a larger environment comprising a house. The one or more unique rooms may comprise a contiguous space connected via paths between the one or more unique rooms. Each unique room or zone may be represented by its own unique mesh. In one embodiment, virtual objects (e.g., game play elements in a murder-mystery or treasure hunt adventure game) may be generated and placed into a unique room based on a predetermined relationship between various unique rooms or zones. For example, identification of the kitchen or of various virtual objects within the kitchen may cause other virtual objects to be generated and placed into the bedroom. In another embodiment, identification of a particular unique room may allow a person hearing an HMD within the unique room to view virtual objects located within a different unique room. For example, a game player in Room A may view virtual objects within Room B via a doorway or window.

In some embodiments, the first set of environmental features may be identified by utilizing surface and/or object recognition techniques. Particular environmental features such as floors or tables may be recognized by taking into account the height of a person hearing an HMD. The first set of environmental features may also be identified by first acquiring a description of the environmental features to be identified and then performing object recognition on images acquired by a mobile device associated with the first real-world environment. Geographic information associated with a geographic location of the mobile device may also be used to identify one or more environmental features. The geographic information may comprise an annotated local geography map. The geographic location of the mobile device may be determined using a GPS receiver. In one example, the geographic location of a mobile device may correspond with a particular park and the geographic information may include the identification and location of landmarks within the particular park. More information regarding identifying and locating virtual objects within a real-world environment can be found in U.S. patent application Ser. No. 13/152,220, “Distributed Asynchronous Localization and Mapping for Augmented Reality,” incorporated herein by reference in its entirety.

In step506, one or more virtual objects are generated based on the first set of environmental features identified in step504. One embodiment of a process for generating one or more virtual objects based on a first set of environmental features identified within a real-world environment is described later in reference toFIG. 6A. In some embodiments, each virtual object of the one or more virtual objects may be generated and located within the first real-world environment based on one or more environmental features of the first set of environmental features. For example, each grassy area within the real-world environment greater than or equal to a particular size may generate a virtual monster that moves in a predetermined or random path starting from the grassy area. In another embodiment, the one or more virtual objects may be generated such that one or more virtual object requirements associated with a particular computing application are satisfied. The one or more virtual object requirements may require a particular number and type of virtual object to be generated and located within the real-world environment based on the locations of the environmental features identified. For example, every open space larger than a particular size and located between 10 feet and 30 feet from a mobile device may generate two different types of virtual monsters.

In addition to generating the one or more virtual objects based on the identification of various environmental features within a real-world environment, the one or more virtual objects may also be generated or modified based on the detection of a safety condition and/or the determination of one or more personal characteristics of an end user of a mobile device projecting an augmented reality environment. Geographic information associated with a geographic location of the mobile device may also be used to determine the location and type of virtual objects to be generated.

In step508, a second set of environmental features is identified within a second real-world environment different from the first real-world environment. The second set of environmental features may include the identification and location of various objects and/or landmarks within the second real-world environment. For example, the second set of environmental features may include the identification and location of trees and cars within the second real-world environment. The second set of environmental features may also include the identification and location of various open spaces within the second real-world environment.

In some embodiments, the second set of environmental features may be identified by first acquiring a description of the environmental features to be identified and then performing object recognition on images acquired by a mobile device associated with the second real-world environment. Geographic information associated with a geographic location of the mobile device may also be used to identify one or more environmental features. The geographic information may comprise an annotated local geography map. The geographic location of the mobile device may be determined using a GPS receiver. In one example, the geographic location of a mobile device may correspond with a particular park and the geographic information may include the identification and location of landmarks within the particular park.

In step510, one or more fallback rules are acquired. The one or more fallback rules may be acquired from a particular computing application. In one embodiment, the one or more fallback rules provide instructions for adjusting or modifying one or more virtual objects in the event that the one or more environmental requirements are not satisfied. The one or more fallback rules may comprise procedural rules which include rules for adjusting or modifying the one or more virtual objects based on environmental features that are unknown prior to execution of a particular computing application. In one example, procedural rules associated with a gaming application may generate or alter a particular gaming experience based on environmental features identified within an environment in real-time.

In step512, it is determined whether the one or more environmental requirements are satisfied based on the second set of environmental features identified in step508. If the one or more environmental requirements are satisfied then step516is performed. If the one or more environmental requirements are not satisfied then step514is performed. The one or more environmental requirements may be deemed satisfied if the second set of environmental features includes environmental features corresponding with the one or more environmental requirements.

In step514, the one or more virtual objects are adjusted based on the one or more fallback rules. In one example, the one or more virtual objects may be adjusted by scaling the one or more virtual objects such that the one or more virtual objects fit within a particular real-world area. The one or more virtual objects may also be adjusted by adjusting a parameter associated with the virtual objects such as a speed associated with moving virtual objects (e.g., the speed at which virtual monsters move within an environment may be increased to compensate for the loss of environmental features that spawn the virtual monsters). In another example, the one or more virtual objects may be adjusted by scaling the forces applied when the one or more virtual objects collide with other virtual objects or real-world objects.

In step516, the one or more virtual objects are displayed. One embodiment of a process for displaying one or more virtual objects is described later in reference toFIG. 6B.

FIG. 5Bis a flowchart describing an alternative embodiment of a process for generating and adapting one or more virtual objects. The process ofFIG. 5Bmay be performed continuously and by one or more computing devices. Each step in the process ofFIG. 5Bmay be performed by the same or different computing devices as those used in other steps, and each step need not necessarily be performed by a single computing device. In one embodiment, the process ofFIG. 5Bis performed by a mobile device such as mobile device19inFIG. 1.

In step552, one or more environmental requirements associated with a gaming application are determined. The one or more environmental requirements may include a requirement that a real-world environment includes an open space region of at least a first area and/or volume. The one or more environmental requirements may also include a requirement that at least a particular number of environmental surfaces of a particular type exist within the real-world environment. The environmental surfaces of a particular type may include areas of grass, areas of water, areas of concrete, or flat surface areas. The one or more environmental requirements may require that a particular real-world object be associated with a particular material property. For example, wood tables may generate a first type of virtual object while metal tables generate a second type of virtual object. The one or more environmental requirements may also include a requirement that a particular number of real-world objects such as trees, cars, or people be identified within the real-world environment.

In one embodiment, the one or more environmental requirements may be determined by acquiring the one or more environmental requirements from the gaming application. In some embodiments, the one or more environmental requirements may be determined via a negotiated process wherein the one or more environmental requirements are initially set based on the gaming application's desired playspace requirements. The negotiated process may involve the gaming application receiving feedback regarding environmental features within the real-world environment (e.g., the gaming application may receive a ranking and/or identification of various environmental features within the real-world environment prior to determining the one or more environmental requirements).

In step554, one or more virtual objects associated with the gaming application are generated. The one or more virtual objects generated need not be generated based on environmental features identified within a real-world environment. One embodiment of a process for generating one or more virtual objects based on a first set of environmental features identified within a real-world environment is described later in reference toFIG. 6A. In some embodiments, each virtual object of the one or more virtual objects may be generated and located within the first real-world environment based on one or more environmental features of the first set of environmental features. For example, each grassy area within the real-world environment greater than or equal to a particular size may generate a virtual monster that moves in a predetermined or random path starting from the grassy area.

In step556, one or more environmental features are identified within a first real-world environment. The one or more environmental features may include the identification and location of various objects and/or landmarks within the first real-world environment. For example, the one or more environmental features may include the identification and location of trees and cars within the first real-world environment. The one or more environmental features may also include the identification and location of various open spaces within the first real-world environment.

In some embodiments, the one or more environmental features may be identified by first acquiring a description of the environmental features to be identified and then performing object recognition on images acquired by a mobile device associated with the first real-world environment. Geographic information associated with a geographic location of the mobile device may also be used to identify the one or more environmental features. The geographic information may comprise an annotated local geography map. The geographic location of the mobile device may be determined using a GPS receiver. In one example, the geographic location of a mobile device may correspond with a particular park and the geographic information may include the identification and location of landmarks within the particular park. More information regarding identifying and locating virtual objects within a real-world environment can be found in U.S. patent application Ser. No. 13/152,220, “Distributed Asynchronous Localization and Mapping for Augmented Reality,” incorporated herein by reference in its entirety.

In step557, it is determined whether the one or more environmental requirements are satisfied based on the one or more environmental features identified in step556. If the one or more environmental requirements are satisfied then step559is performed. If the one or more environmental requirements are not satisfied then step558is performed. The one or more environmental requirements may be deemed satisfied if the one or more environmental features identified in step556include environmental features corresponding with each of the one or more environmental requirements.

In step558, the one or more virtual objects are adjusted such that a particular degree of difficulty is maintained. In one embodiment, the particular degree of difficulty associated with the gaming application may require that the total level of gaming difficulty considering all of the one or more virtual objects stay roughly constant. In order to provide a constant total level of gaming difficulty, the one or more virtual objects may be adjusted by scaling the one or more virtual objects such that they become harder (or easier) to target or capture. The one or more virtual objects may also be adjusted by adjusting a parameter associated with the virtual objects such as a speed associated with moving virtual objects (e.g., the speed at which virtual monsters move within an environment may be increased to compensate for the loss of environmental features that spawn the virtual monsters). In a specific example, as the number of environmental features that spawn virtual monsters decreases, the speed associated with the remaining virtual monsters may increase or the size of the remaining virtual monsters may decrease in order to make each of the remaining virtual monsters more difficult to target or capture. These adjustments to the remaining virtual monsters may allow the gaming application to maintain a particular degree of difficulty.

In one embodiment, the one or more virtual objects are adjusted such that a particular degree of difficulty is maintained depending on the ability of an end user of a mobile device to move within a real-world environment due to environmental constraints or other environmental features that limit the end user's mobility within the real-world environment. For example, a person playing a virtual game that includes dodging five virtual balls could move from an open field environment into a more constrained environment such as an office building environment causing the speed of the virtual balls to slow down in response to the more constrained environment.

In step559, the one or more virtual objects are displayed. One embodiment of a process for displaying one or more virtual objects is described later in reference toFIG. 6B.

FIG. 6Ais a flowchart describing one embodiment of a process for generating one or more virtual objects. The process described inFIG. 6Ais one example of a process for implementing step506inFIG. 5Aor for implementing step554inFIG. 5B. The process ofFIG. 6Amay be performed continuously and by one or more computing devices. Each step in the process ofFIG. 6Amay be performed by the same or different computing devices as those used in other steps, and each step need not necessarily be performed by a single computing device. In one embodiment, the process ofFIG. 6Ais performed by a mobile device such as mobile device19inFIG. 1.

In step604, virtual object requirements associated with one or more virtual objects are acquired. The virtual object requirements may be acquired from a particular computing application, such as a gaming application. In step606, it is determined whether a safety condition has been detected. If a safety condition has been detected, then step608is performed. If a safety condition has not been detected, then step610is performed.

In one embodiment, a safety condition may be detected if a geographic feature or location in which a mobile device exists is deemed unsafe. For example, geographic locations such as major freeways or busy streets and geographic features such as steep cliffs may be deemed unsafe. A safety condition may also be detected if particular objects are detected within a real-world environment via object recognition and/or sound recognition. For example, the presence of a police car or fire truck may be detected as a safety condition (e.g., via a siren sound being detected). In another embodiment, a safety condition may be detected if a location of a virtual object is within a particular distance of a mobile device or if a virtual object is otherwise considered to be blocking a field of view of the mobile device to an unsafe degree.

In step608, the virtual object requirements are updated to include making the one or more virtual objects partially transparent. In some cases, the degree of transparency of a virtual object may be a function of the distance between a mobile device and the virtual object and the severity of the safety condition detected.

In step610, one or more personal characteristics of an end user of a mobile device are determined. The one or more personal characteristics may include a height or age of an end user of the mobile device. In step612, geographic information associated with a geographic location of the mobile device is acquired. The geographic information may include information regarding a particular park, stadium, airport, museum, or other point of interest in which the mobile device is located.

In step614, the virtual object requirements are updated based on the one or more personal characteristics determined in step610and the geographic information acquired in step612. For example, a location of a virtual object may be adjusted based on the end user's height such that the virtual object appears to exist at eye level. The virtual object may be further modified based on the acquired geographic information. For example, a virtual monster may appear to wear a sporting outfit associated with the home team of a particular stadium. In step616, the one or more virtual objects are generated based on the virtual object requirements.

FIG. 6Bis a flowchart describing one embodiment of a process for displaying one or more virtual objects. The process described inFIG. 6Bis one example of a process for implementing step516inFIG. 5Aor for implementing step559inFIG. 5B. The process ofFIG. 6Bmay be performed continuously and by one or more computing devices. Each step in the process ofFIG. 6Bmay be performed by the same or different computing devices as those used in other steps, and each step need not necessarily be performed by a single computing device. In one embodiment, the process ofFIG. 6Bis performed by a mobile device such as mobile device19inFIG. 1.

In step532, a 3-D map of an environment is acquired. The 3-D map may include one or more image descriptors. One embodiment of a process for acquiring a 3-D map is described later in reference toFIG. 6C. In step533, one or more locations associated with one or more virtual objects are determined based on the 3-D map acquired in step532. In step534, at least a subset of the one or more image descriptors are detected within one or more images of the environment. The one or more image descriptors may be detected by applying various image processing methods such as object recognition, feature detection, corner detection, blob detection, and edge detection methods to the one or more images. The one or more image descriptors may be used as landmarks in determining a particular pose, position, and/or orientation in relation to the 3-D map. An image descriptor may include color and/or depth information associated with a particular object (e.g., a red apple) or a portion of a particular object within the particular environment (e.g., the top of a red apple).

In step536, a six degree of freedom (6DOF) pose may be determined including information associated with the position and orientation of a mobile device within the environment. In step540, one or more images associated with the one or more virtual objects are rendered and displayed such that the one or more virtual objects are perceived to exist within the environment. More information regarding the registering virtual objects and rendering corresponding images in an augmented reality environment can be found in U.S. patent application Ser. No. 13/152,220, “Distributed Asynchronous Localization and Mapping for Augmented Reality,” incorporated herein by reference in its entirety.

FIG. 6Cis a flowchart describing one embodiment of a process for acquiring a 3-D map. The process described inFIG. 6Cis one example of a process for implementing step532inFIG. 6B. The process ofFIG. 6Cmay be performed continuously and by one or more computing devices. Each step in the process ofFIG. 6Cmay be performed by the same or different computing devices as those used in other steps, and each step need not necessarily be performed by a single computing device. In one embodiment, the process ofFIG. 6Cis performed by a mobile device such as mobile device19inFIG. 1.

In step522, one or more images of a first real-world environment are received. In step523, the one or more images are registered or aligned with a coordinate system associated with the first real-world environment. During image registration, different images taken within the first real-world environment (e.g., images from different points of view, taken at different points in time, and/or images associated with different types of information such as color or depth information) may be registered into a single real-world coordinate system associated with the first real-world environment.

In step524, one or more environmental features within the first real-world environment are identified. In step525, the one or more environmental features are registered. In one example, image and object registration into a common coordinate system may be performed using an extrinsic calibration process. The registration and/or alignment of images (or objects within the images) onto a common coordinate system allows a computing application to be able to compare and integrate real-world objects, landmarks, or other features extracted from the different images into a unified 3-D map associated with the first real-world environment. In step526, a 3-D point cloud is generated. In step528a dense 3-D surface mesh is generated. In step529, a 3-D map of the first real-world environment is outputted. The outputted 3-D map may comprise a 3-D point cloud and/or a dense 3-D surface mesh. More information regarding the generation of 3-D maps can be found in U.S. patent application Ser. No. 13/017,690, “Three-Dimensional Environment Reconstruction,” incorporated herein by reference in its entirety.

FIG. 7is a flowchart describing one embodiment of a process for generating and adapting virtual objects associated with a plurality of different real-world environments. The process ofFIG. 7may be performed continuously and by one or more computing devices. Each step in the process ofFIG. 7may be performed by the same or different computing devices as those used in other steps, and each step need not necessarily be performed by a single computing device. In one embodiment, the process ofFIG. 7is performed by a mobile device such as mobile device19inFIG. 1.

In step648, a first set of environmental information associated with a first real-world environment is acquired. The first set of environmental information may include the identity and location of one or more environmental features within the first real-world environment. In step650, one or more virtual objects are generated based on the first set of environmental information acquired in step648. One embodiment of a process for generating one or more virtual objects based on a first set of environmental features identified within a real-world environment was described previously in reference toFIG. 6A.

In step652, a second set of environmental information associated with a second real-world environment is acquired. The second set of environmental information may include the identity and location of one or more environmental features within the second real-world environment. In step654, one or more other virtual objects are generated based on the second set of environmental information acquired in step652.

In step656, a shared virtual environment is generated. The shared virtual environment may include the one or more virtual objects and the one or more other virtual objects. By combining the one or more virtual objects and the one or more other virtual objects into a shared virtual environment, end users of mobile devices located in different real-world environments may perceive and interact with the same shared virtual environment. For example, the shared virtual environment may comprise a shared playspace in which a plurality of game players may view and interact with the one or more virtual objects and the one or more other virtual objects. In a particular example, the shared virtual environment may comprise a virtual soccer field and the one or more virtual objects may include a virtual soccer ball that may be kicked by each of the plurality of game players. The size of the virtual soccer field may be determined based on the number of game players.

In one embodiment, the one or more virtual objects may correspond with gaming objects and the one or more other virtual objects may correspond with environmental features identified within the second real-world environment. In another embodiment, the one or more virtual objects may correspond with a first set of gaming objects generated based on environmental features identified within the first real-world environment and the one or more other virtual objects may correspond with a second set of gaming objects generated based on environmental features identified within the second real-world environment.

In step657, the one or more virtual objects and the one or more other virtual objects are adjusted. In some embodiments, the one or more virtual objects and the one or more other virtual objects are adjusted such that a particular degree of gaming difficulty is maintained. The one or more virtual objects and the one or more other virtual objects may also be adjusted by scaling the virtual objects such that the one or more virtual objects and the one or more other virtual objects fit within a shared playspace associated with both the first real-world environment and the second real-world environment.

In step658, the one or more virtual objects and the one or more other virtual objects are displayed. One embodiment of a process for displaying one or more virtual objects was described previously in reference toFIG. 6B.

One embodiment of the disclosed technology includes determining one or more environmental requirements associated with a particular computing application, generating one or more virtual objects associated with the particular computing application, identifying one or more environmental features within a first real-world environment, determining if the one or more environmental requirements are not satisfied based on the one or more environmental features, adjusting the one or more virtual objects such that a particular degree of difficulty of the particular computing application is achieved, and displaying on a mobile device one or more images associated with the one or more virtual objects, the one or more images are displayed such that the one or more virtual objects are perceived to exist within the first real-world environment.

One embodiment of the disclosed technology includes determining one or more environmental requirements associated with a particular computing application, identifying a first set of environmental features within a first real-world environment, generating one or more virtual objects associated with the particular computing application, identifying a second set of environmental features within a second real-world environment different from the first real-world environment, determining if the one or more environmental requirements are not satisfied based on the second set of environmental features, acquiring one or more fallback rules, adjusting the one or more virtual objects based on the one or more fallback rules in response to the determining if the one or more environmental requirements are not satisfied, and displaying on a mobile device one or more images associated with the one or more virtual objects, the one or more images are displayed such that the one or more virtual objects are perceived to exist within the first real-world environment.

One embodiment of the disclosed technology includes a memory, one or more processors, and a display. The memory stores one or more environmental requirements associated with a particular computing application, The one or more processors generate one or more virtual objects associated with the particular computing application, identify one or more environmental features within a first real-world environment, determine if the one or more environmental requirements are not satisfied based on the one or more environmental features, and adjust the one or more virtual objects such that a particular degree of difficulty of the particular computing application is achieved. The display displays one or more images associated with the one or more virtual objects, the one or more images are displayed such that the one or more virtual objects are perceived to exist within the first real-world environment.

The disclosed technology may be used with various computing systems.FIGS. 8-10provide examples of various computing systems that can be used to implement embodiments of the disclosed technology.

FIG. 8is a block diagram of an embodiment of a gaming and media system7201, which is one example of computing environment12inFIG. 3B. Console7203has a central processing unit (CPU)7200, and a memory controller7202that facilitates processor access to various types of memory, including a flash Read Only Memory (ROM)7204, a Random Access Memory (RAM)7206, a hard disk drive7208, and portable media drive7107. In one implementation, CPU7200includes a level 1 cache7210and a level 2 cache7212, to temporarily store data and hence reduce the number of memory access cycles made to the hard drive7208, thereby improving processing speed and throughput.

CPU7200, memory controller7202, and various memory devices are interconnected via one or more buses (not shown). The one or more buses might include one or more of serial and parallel buses, a memory bus, a peripheral bus, and a processor or local bus, using any of a variety of bus architectures. By way of example, such architectures can include an Industry Standard Architecture (ISA) bus, a Micro Channel Architecture (MCA) bus, an Enhanced ISA (EISA) bus, a Video Electronics Standards Association (VESA) local bus, and a Peripheral Component Interconnects (PCI) bus.

In one implementation, CPU7200, memory controller7202, ROM7204, and RAM7206are integrated onto a common module7214. In this implementation, ROM7204is configured as a flash ROM that is connected to memory controller7202via a PCI bus and a ROM bus (neither of which are shown). RAM7206is configured as multiple Double Data Rate Synchronous Dynamic RAM (DDR SDRAM) modules that are independently controlled by memory controller7202via separate buses (not shown). Hard disk drive7208and portable media drive7107are shown connected to the memory controller7202via the PCI bus and an AT Attachment (ATA) bus7216. However, in other implementations, dedicated data bus structures of different types may also be applied in the alternative.

A three-dimensional graphics processing unit7220and a video encoder7222form a video processing pipeline for high speed and high resolution (e.g., High Definition) graphics processing. Data are carried from graphics processing unit7220to video encoder7222via a digital video bus (not shown). An audio processing unit7224and an audio codec (coder/decoder)7226form a corresponding audio processing pipeline for multi-channel audio processing of various digital audio formats. Audio data are carried between audio processing unit7224and audio codec7226via a communication link (not shown). The video and audio processing pipelines output data to an NV (audio/video) port7228for transmission to a television or other display. In the illustrated implementation, video and audio processing components7220-7228are mounted on module7214.

FIG. 8shows module7214including a USB host controller7230and a network interface7232. USB host controller7230is in communication with CPU7200and memory controller7202via a bus (not shown) and serves as host for peripheral controllers7205(1)-7205(4). Network interface7232provides access to a network (e.g., Internet, home network, etc.) and may be any of a wide variety of various wire or wireless interface components including an Ethernet card, a modem, a wireless access card, a Bluetooth® module, a cable modem, and the like.

In the implementation depicted inFIG. 8, console7203includes a controller support subassembly7240for supporting four controllers7205(1)-7205(4). The controller support subassembly7240includes any hardware and software components needed to support wired and wireless operation with an external control device, such as for example, a media and game controller. A front panel I/O subassembly7242supports the multiple functionalities of power button7213, the eject button7215, as well as any LEDs (light emitting diodes) or other indicators exposed on the outer surface of console7203. Subassemblies7240and7242are in communication with module7214via one or more cable assemblies7244. In other implementations, console7203can include additional controller subassemblies. The illustrated implementation also shows an optical I/O interface7235that is configured to send and receive signals (e.g., from remote control7290) that can be communicated to module7214.

MUs7241(1) and7241(2) are illustrated as being connectable to MU ports “A”7231(1) and “B”7231(2) respectively. Additional MUs (e.g., MUs7241(3)-7241(6)) are illustrated as being connectable to controllers7205(1) and7205(3), i.e., two MUs for each controller. Controllers7205(2) and7205(4) can also be configured to receive MUs (not shown). Each MU7241offers additional storage on which games, game parameters, and other data may be stored. Additional memory devices, such as portable USB devices, can be used in place of the MUs. In some implementations, the other data can include any of a digital game component, an executable gaming application, an instruction set for expanding a gaming application, and a media file. When inserted into console7203or a controller, MU7241can be accessed by memory controller7202. A system power supply module7250provides power to the components of gaming system7201. A fan7252cools the circuitry within console7203.

An application7260comprising machine instructions is stored on hard disk drive7208. When console7203is powered on, various portions of application7260are loaded into RAM7206, and/or caches7210and7212, for execution on CPU7200. Other applications may also be stored on hard disk drive7208for execution on CPU7200.

Gaming and media system7201may be operated as a standalone system by simply connecting the system to a monitor, a television, a video projector, or other display device. In this standalone mode, gaming and media system7201enables one or more players to play games or enjoy digital media (e.g., by watching movies or listening to music). However, with the integration of broadband connectivity made available through network interface7232, gaming and media system7201may further be operated as a participant in a larger network gaming community.

FIG. 9is a block diagram of one embodiment of a mobile device8300, such as mobile device19inFIG. 1. Mobile devices may include laptop computers, pocket computers, mobile phones, personal digital assistants, and handheld media devices that have been integrated with wireless receiver/transmitter technology.

Mobile device8300includes one or more processors8312and memory8310. Memory8310includes applications8330and non-volatile storage8340. Memory8310can be any variety of memory storage media types, including non-volatile and volatile memory. A mobile device operating system handles the different operations of the mobile device8300and may contain user interfaces for operations, such as placing and receiving phone calls, text messaging, checking voicemail, and the like. The applications8330can be any assortment of programs, such as a camera application for photos and/or videos, an address book, a calendar application, a media player, an internet browser, games, an alarm application, and other applications. The non-volatile storage component8340in memory8310may contain data such as music, photos, contact data, scheduling data, and other files.

The one or more processors8312also communicates with RF transmitter/receiver8306which in turn is coupled to an antenna8302, with infrared transmitter/receiver8308, with global positioning service (GPS) receiver8365, and with movement/orientation sensor8314which may include an accelerometer and/or magnetometer. RF transmitter/receiver8308may enable wireless communication via various wireless technology standards such as Bluetooth® or the IEEE 802.11 standards. Accelerometers have been incorporated into mobile devices to enable applications such as intelligent user interface applications that let users input commands through gestures, and orientation applications which can automatically change the display from portrait to landscape when the mobile device is rotated. An accelerometer can be provided, e.g., by a micro-electromechanical system (MEMS) which is a tiny mechanical device (of micrometer dimensions) built onto a semiconductor chip. Acceleration direction, as well as orientation, vibration, and shock can be sensed. The one or more processors8312further communicate with a ringer/vibrator8316, a user interface keypad/screen8318, a speaker8320, a microphone8322, a camera8324, a light sensor8326, and a temperature sensor8328. The user interface keypad/screen may include a touch-sensitive screen display.

The one or more processors8312controls transmission and reception of wireless signals. During a transmission mode, the one or more processors8312provide voice signals from microphone8322, or other data signals, to the RF transmitter/receiver8306. The transmitter/receiver8306transmits the signals through the antenna8302. The ringer/vibrator8316is used to signal an incoming call, text message, calendar reminder, alarm clock reminder, or other notification to the user. During a receiving mode, the RF transmitter/receiver8306receives a voice signal or data signal from a remote station through the antenna8302. A received voice signal is provided to the speaker8320while other received data signals are processed appropriately.

Additionally, a physical connector8388may be used to connect the mobile device8300to an external power source, such as an AC adapter or powered docking station, in order to recharge battery8304. The physical connector8388may also be used as a data connection to an external computing device. The data connection allows for operations such as synchronizing mobile device data with the computing data on another device.

FIG. 10is a block diagram of an embodiment of a computing system environment2200, such as computing system10inFIG. 3B. Computing system environment2200includes a general purpose computing device in the form of a computer2210. Components of computer2210may include, but are not limited to, a processing unit2220, a system memory2230, and a system bus2221that couples various system components including the system memory2230to the processing unit2220. The system bus2221may be any of several types of bus structures including a memory bus, a peripheral bus, and a local bus using any of a variety of bus architectures. By way of example, and not limitation, such architectures include Industry Standard Architecture (ISA) bus, Micro Channel Architecture (MCA) bus, Enhanced ISA (EISA) bus, Video Electronics Standards Association (VESA) local bus, and Peripheral Component Interconnect (PCI) bus.

Computer2210typically includes a variety of computer readable media. Computer readable media can be any available media that can be accessed by computer2210and includes both volatile and nonvolatile media, removable and non-removable media. By way of example, and not limitation, computer readable media may comprise computer storage media. Computer storage media includes both volatile and nonvolatile, removable and non-removable media implemented in any method or technology for storage of information such as computer readable instructions, data structures, program modules or other data. Computer storage media includes, but is not limited to, RAM, ROM, EEPROM, flash memory or other memory technology, CD-ROM, digital versatile disks (DVD) or other optical disk storage, magnetic cassettes, magnetic tape, magnetic disk storage or other magnetic storage devices, or any other medium which can be used to store the desired information and which can accessed by computer2210. Combinations of the any of the above should also be included within the scope of computer readable media.

The system memory2230includes computer storage media in the form of volatile and/or nonvolatile memory such as read only memory (ROM)2231and random access memory (RAM)2232. A basic input/output system2233(BIOS), containing the basic routines that help to transfer information between elements within computer2210, such as during start-up, is typically stored in ROM2231. RAM2232typically contains data and/or program modules that are immediately accessible to and/or presently being operated on by processing unit2220. By way of example, and not limitation,FIG. 10illustrates operating system2234, application programs2235, other program modules2236, and program data2237.

The computer2210may also include other removable/non-removable, volatile/nonvolatile computer storage media. By way of example only,FIG. 10illustrates a hard disk drive2241that reads from or writes to non-removable, nonvolatile magnetic media, a magnetic disk drive2251that reads from or writes to a removable, nonvolatile magnetic disk2252, and an optical disk drive2255that reads from or writes to a removable, nonvolatile optical disk2256such as a CD ROM or other optical media. Other removable/non-removable, volatile/nonvolatile computer storage media that can be used in the exemplary operating environment include, but are not limited to, magnetic tape cassettes, flash memory cards, digital versatile disks, digital video tape, solid state RAM, solid state ROM, and the like. The hard disk drive2241is typically connected to the system bus2221through an non-removable memory interface such as interface2240, and magnetic disk drive2251and optical disk drive2255are typically connected to the system bus2221by a removable memory interface, such as interface2250.

The drives and their associated computer storage media discussed above and illustrated inFIG. 10, provide storage of computer readable instructions, data structures, program modules and other data for the computer2210. InFIG. 10, for example, hard disk drive2241is illustrated as storing operating system2244, application programs2245, other program modules2246, and program data2247. Note that these components can either be the same as or different from operating system2234, application programs2235, other program modules2236, and program data2237. Operating system2244, application programs2245, other program modules2246, and program data2247are given different numbers here to illustrate that, at a minimum, they are different copies. A user may enter commands and information into computer2210through input devices such as a keyboard2262and pointing device2261, commonly referred to as a mouse, trackball, or touch pad. Other input devices (not shown) may include a microphone, joystick, game pad, satellite dish, scanner, or the like. These and other input devices are often connected to the processing unit2220through a user input interface2260that is coupled to the system bus, but may be connected by other interface and bus structures, such as a parallel port, game port or a universal serial bus (USB). A monitor2291or other type of display device is also connected to the system bus2221via an interface, such as a video interface2290. In addition to the monitor, computers may also include other peripheral output devices such as speakers2297and printer2296, which may be connected through an output peripheral interface2295.

The computer2210may operate in a networked environment using logical connections to one or more remote computers, such as a remote computer2280. The remote computer2280may be a personal computer, a server, a router, a network PC, a peer device or other common network node, and typically includes many or all of the elements described above relative to the computer2210, although only a memory storage device2281has been illustrated inFIG. 10. The logical connections depicted inFIG. 10include a local area network (LAN)2271and a wide area network (WAN)2273, but may also include other networks. Such networking environments are commonplace in offices, enterprise-wide computer networks, intranets and the Internet.

When used in a LAN networking environment, the computer2210is connected to the LAN2271through a network interface or adapter2270. When used in a WAN networking environment, the computer2210typically includes a modem2272or other means for establishing communications over the WAN2273, such as the Internet. The modem2272, which may be internal or external, may be connected to the system bus2221via the user input interface2260, or other appropriate mechanism. In a networked environment, program modules depicted relative to the computer2210, or portions thereof, may be stored in the remote memory storage device. By way of example, and not limitation,FIG. 10illustrates remote application programs2285as residing on memory device2281. It will be appreciated that the network connections shown are exemplary and other means of establishing a communications link between the computers may be used.

The disclosed technology is operational with numerous other general purpose or special purpose computing system environments or configurations. Examples of well-known computing systems, environments, and/or configurations that may be suitable for use with the technology include, but are not limited to, personal computers, server computers, hand-held or laptop devices, multiprocessor systems, microprocessor-based systems, set top boxes, programmable consumer electronics, network PCs, minicomputers, mainframe computers, distributed computing environments that include any of the above systems or devices, and the like.

The disclosed technology may be described in the general context of computer-executable instructions, such as program modules, being executed by a computer. Generally, software and program modules as described herein include routines, programs, objects, components, data structures, and other types of structures that perform particular tasks or implement particular abstract data types. Hardware or combinations of hardware and software may be substituted for software modules as described herein.

The disclosed technology may also be practiced in distributed computing environments where tasks are performed by remote processing devices that are linked through a communications network. In a distributed computing environment, program modules may be located in both local and remote computer storage media including memory storage devices.

For purposes of this document, reference in the specification to “an embodiment,” “one embodiment,” “some embodiments,” or “another embodiment” are used to described different embodiments and do not necessarily refer to the same embodiment.

For purposes of this document, a connection can be a direct connection or an indirect connection (e.g., via another part).

For purposes of this document, the term “set” of objects, refers to a “set” of one or more of the objects.

Although the subject matter has been described in language specific to structural features and/or methodological acts, it is to be understood that the subject matter defined in the appended claims is not necessarily limited to the specific features or acts described above. Rather, the specific features and acts described above are disclosed as example forms of implementing the claims.

Claims

  1. A method for generating an augmented reality environment, comprising: generating one or more virtual objects associated with a computing application using a mobile device, the one or more virtual objects include a first virtual object: identifying one or more real-world objects within a first real-world environment that are of a particular type;acquiring a computing application requirement that a particular number of real-world objects of the particular type be identified within the first real-world environment from the computing application;determining that a number of the one or more real-world objects identified within the first real-world environment of the particular type is not equal to the particular number of real-world objects required by the computing application;adjusting the one or more virtual objects in response to determining that the number of the one or more real-world objects identified within the first real-world environment of the particular type is not equal to the particular number of real-world objects required by the computing application, the one or more virtual objects include a first virtual object that moves within the augmented reality environment;detecting a particular sound using the mobile device;determining a distance between the first virtual object within the augmented reality environment and the mobile device;setting a degree of transparency for the first virtual object based on the distance between the first virtual object within the augmented reality environment and the mobile device in response to detecting the particular sound;generating one or more images associated with the first virtual object based on the degree of transparency;and displaying on the mobile device the one or more images, the one or more images are displayed such that the first virtual object is perceived to exist within the augmented reality environment.
  1. The method of claim 1 , wherein: the adjusting the one or more virtual objects includes increasing a speed associated with the first virtual object.
  2. The method of claim 2 , wherein: the adjusting the one or more virtual objects includes scaling a size of the first virtual object.
  3. The method of claim 1 , wherein the one or more images are displayed using the mobile device such that the first virtual object is perceived to be partially transparent.
  4. The method of claim 2 , further comprising: determining one or more personal characteristics associated with an end user of the mobile device, the one or more personal characteristics include a height of the end user;determining one or more locations within the first real-world environment associated with the one or more virtual objects;and modifying the one or more locations associated with the one or more virtual objects based on the one or more personal characteristics prior to the displaying.
  5. The method of claim 1 , further comprising: determining a geographic location associated with the mobile device;and modifying the one or more virtual objects based on the geographic location prior to the displaying.
  6. The method of claim 1 , further comprising: acquiring environmental information associated with a second real-world environment;generating one or more other virtual objects based on the environmental information;adjusting the one or more other virtual objects;and displaying on the mobile device one or more other images associated with the one or more other virtual objects, the one or more other images are displayed such that the one or more other virtual objects are perceived to exist within the augmented reality environment.
  7. The method of claim 2 , wherein: the first real-world environment comprises an emerging environment in which locations corresponding with the one or more real-world objects are not pre-defined;the particular sound corresponds with a siren sound;and the mobile device comprises a see-through HMD.
  8. One or more storage devices containing processor readable code for programming one or more processors to perform a method for generating an augmented reality environment comprising the steps of: identifying a first set of real-world objects within a first real-world environment;generating one or more virtual objects associated with a computing application, the generating one or more virtual objects includes generating the one or more virtual objects based on the first set of real-world objects;identifying a second set of real-world objects within a second real-world environment different from the first real-world environment that are of a particular type, the identifying a second set of real-world objects is performed subsequent to the generating one or more virtual objects;acquiring a computing application requirement that a particular number of real-world objects of the particular type be identified within the second real-world environment from the computing application;determining that a number of the second set of real-world objects identified within the second real-world environment of the particular type is not equal to the particular number of real-world objects required by the computing application;adjusting the one or more virtual objects in response to the determining that the number of the second set of real-world objects identified within the second real-world environment of the particular type is not equal to the particular number of real-world objects required by the computing application, the one or more virtual objects include a first virtual object that moves within the augmented reality environment;displaying on a mobile device one or more images associated with the one or more virtual objects, the one or more images are displayed such that the one or more virtual objects are perceived to exist within the second real-world environment;detecting a particular sound within the second real-world environment;determining a distance between the first virtual object within the augmented reality environment and the mobile device: setting a degree of transparency for the first virtual object based on the distance between the first virtual object within the augmented reality environment and the mobile device in response to detecting the particular sound;generating one or more new images associated with the first virtual object based on the degree of transparency;and displaying on the mobile device the one or more new images such that the first virtual object is perceived to be partially transparent within the second real-world environment in response to detecting the particular sound.
  9. The one or more storage devices of claim 9 , wherein: the second set of real-world objects of the particular type comprises one of trees, cars, or people and wherein: the adjusting to one or more virtual objects includes increasing a speed associated with the first virtual object.
  10. The one or more storage devices of claim 9 , wherein: the adjusting the one or more virtual objects includes scaling a size of the first virtual object.
  11. The one or more storage devices of claim 9 , wherein: the particular sound corresponds with a siren sound.
  12. The one or more storage devices of claim 9 , further comprising: determining one or more personal characteristics associated with an end user of the mobile device, the one or more personal characteristics include a height of the end user;registering the one or more virtual objects, the registering determines one or more locations within the first real-world environment associated with the one or more virtual objects;and modifying the one or more locations associated with the one or more virtual objects based on the one or more personal characteristics prior to the displaying.
  13. The one or more storage devices of claim 9 , further comprising: acquiring landmark information associated with the second real-world environment;generating one or more other virtual objects based on the landmark information;and displaying on the mobile device one or more other images associated with the one or more other virtual objects, the one or more other images are displayed such that the one or more other virtual objects are perceived to exist within the first real-world environment.
  14. An electronic device for generating an augmented reality environment, comprising: one or more processors configured to identify one or more real-world objects within a first real-world environment and generate one or more virtual objects associated with a computing application based on the one or more real-world objects, the one or more processors configured to identify one or more other real-world objects within a second real-world environment different from the first real-world environment that are of a particular type and acquire a computing application requirement that a particular number of real-world objects of the particular type be identified within the second real-world environment from the computing application, the one or more processors configured to determine that a number of the one or more other real-world objects identified within the second real-world environment that are of the particular type is not equal to the particular number of real-world objects required by the computing application, the one or more processors configured to adjust the one or more virtual objects in response to determining that the number of the one or more other real-world objects identified within the second real-world environment that are of the particular type is not equal to the particular number of real-world objects required by the computing application, the one or more virtual objects include a first virtual object that moves within the augmented reality environment, and detect a particular sound within the second real-world environment, the one or more processors configured to determine a distance between the first virtual object within the augmented reality environment and the electronic device and set a degree of transparency for the first virtual object based on the distance between the first virtual object within the augmented reality environment and the electronic device in response to detecting the particular sound, the one or more processors configured to generate one or more images associated with the first virtual object based on the degree of transparency;and a display configured to display the one or more images, the one or more images are displayed such that the first virtual object is perceived to exist within the augmented reality environment.
  15. The electronic device of claim 15 , wherein: the one or more other real-world objects of the particular type comprise one of trees, cars, or people and wherein: the one or more processors configured to adjust the one or more virtual objects by increasing a speed associated with the first virtual object.
  16. The electronic device of claim 15 , wherein: the particular sound corresponds with a siren sound.
  17. The electronic device of claim 15 , wherein: the one or more processors configured to determine a height of the end user;the one or more processors configured to register the one or more virtual objects;and the one or more processors configured to modify one or more locations associated with the one or more virtual objects based on the height of the end user.
  18. The electronic device of claim 17 , wherein: the one or more processors configured to acquire landmark information associated with a second real-world environment;the one or more processors configured to generate one or more other virtual objects based on the landmark information;and the display configured to display one or more other images associated with the one or more other virtual objects, the one or more other images are displayed such that the one or more other virtual objects are perceived to exist within the second real-world environment.
  19. The electronic device of claim 15 , wherein: the first real-world environment comprises an emerging environment in which locations corresponding with the one or more other real-world objects are not pre-defined;and the electronic device comprises a see-through HMD.

Disclaimer: Data collected from the USPTO and may be malformed, incomplete, and/or otherwise inaccurate.