Patent application number | Description | Published |
20110055846 | TECHNIQUES FOR USING HUMAN GESTURES TO CONTROL GESTURE UNAWARE PROGRAMS - A capture device can detect gestures made by a user. The gestures can be used to control a gesture unaware program. | 03-03-2011 |
20110175801 | Directed Performance In Motion Capture System - Techniques for enhancing the use of a motion capture system are provided. A motion capture system tracks movement and audio inputs from a person in a physical space, and provides the inputs to an application, which displays a virtual space on a display. Bodily movements can be used to define traits of an avatar in the virtual space. The person can be directed to perform the movements by a coaching avatar, or visual or audio cues in the virtual space. The application can respond to the detected movements and voice commands or voice volume of the person to define avatar traits and initiate pre-scripted audio-visual events in the virtual space to provide an entertaining experience. A performance in the virtual space can be captured and played back with automatic modifications, such as alterations to the avatar's voice or appearance, or modifications made by another person. | 07-21-2011 |
20110175809 | Tracking Groups Of Users In Motion Capture System - In a motion capture system, a unitary input is provided to an application based on detected movement and/or location of a group of people. Audio information from the group can also be used as an input. The application can provide real-time feedback to the person or group via a display and audio output. The group can control the movement of an avatar in a virtual space based on the movement of each person in the group, such as in a steering or balancing game. To avoid a discontinuous or confusing output by the application, missing data can be generated for a person who is occluded or partially out of the field of view. A wait time can be set for activating a new person and deactivating a currently-active person. The wait time can be adaptive based on a first detected position or a last detected position of the person. | 07-21-2011 |
20110175810 | Recognizing User Intent In Motion Capture System - Techniques for facilitating interaction with an application in a motion capture system allow a person to easily begin interacting without manual setup. A depth camera system tracks a person in physical space and evaluates the person's intent to engage with the application. Factors such as location, stance, movement and voice data can be evaluated. Absolute location in a field of view of the depth camera, and location relative to another person, can be evaluated. Stance can include facing a depth camera, indicating a willingness to interact. Movements can include moving toward or away from a central area in the physical space, walking through the field of view, and movements which occur while standing generally in one location, such as moving one's arms around, gesturing, or shifting weight from one foot to another. Voice data can include volume as well as words which are detected by speech recognition. | 07-21-2011 |
20110246329 | MOTION-BASED INTERACTIVE SHOPPING ENVIRONMENT - An on-screen shopping application which reacts to a human target user's motions to provide a shopping experience to the user is provided. A tracking system captures user motions and executes a shopping application allowing a user to manipulate an on-screen representation the user. The on-screen representation has a likeness of the user or another individual and movements of the user in the on-screen interface allows the user to interact with virtual articles that represent real-world articles. User movements which are recognized as article manipulation or transaction control gestures are translated into commands for the shopping application. | 10-06-2011 |
20120206452 | REALISTIC OCCLUSION FOR A HEAD MOUNTED AUGMENTED REALITY DISPLAY - Technology is described for providing realistic occlusion between a virtual object displayed by a head mounted, augmented reality display system and a real object visible to the user's eyes through the display. A spatial occlusion in a user field of view of the display is typically a three dimensional occlusion determined based on a three dimensional space mapping of real and virtual objects. An occlusion interface between a real object and a virtual object can be modeled at a level of detail determined based on criteria such as distance within the field of view, display size or position with respect to a point of gaze. Technology is also described for providing three dimensional audio occlusion based on an occlusion between a real object and a virtual object in the user environment. | 08-16-2012 |
20120326976 | Directed Performance In Motion Capture System - Techniques for enhancing the use of a motion capture system are provided. A motion capture system tracks movement and audio inputs from a person in a physical space, and provides the inputs to an application, which displays a virtual space on a display. Bodily movements can be used to define traits of an avatar in the virtual space. The person can be directed to perform the movements by a coaching avatar, or visual or audio cues in the virtual space. The application can respond to the detected movements and voice commands or voice volume of the person to define avatar traits and initiate pre-scripted audio-visual events in the virtual space to provide an entertaining experience. A performance in the virtual space can be captured and played back with automatic modifications, such as alterations to the avatar's voice or appearance, or modifications made by another person. | 12-27-2012 |
20130044130 | PROVIDING CONTEXTUAL PERSONAL INFORMATION BY A MIXED REALITY DEVICE - The technology provides contextual personal information by a mixed reality display device system being worn by a user. A user inputs person selection criteria, and the display system sends a request for data identifying at least one person in a location of the user who satisfy the person selection criteria to a cloud based application with access to user profile data for multiple users. Upon receiving data identifying the at least one person, the display system outputs data identifying the person if he or she is within the field of view. An identifier and a position indicator of the person in the location is output if not. Directional sensors on the display device may also be used for determining a position of the person. Cloud based executing software can identify and track the positions of people based on image and non-image data from display devices in the location. | 02-21-2013 |
20130074002 | Recognizing User Intent In Motion Capture System - Techniques for facilitating interaction with an application in a motion capture system allow a person to easily begin interacting without manual setup. A depth camera system tracks a person in physical space and determines a probabilistic measure of the person's intent to engage of disengage with the application based on location, stance and movement. Absolute location in a field of view of the depth camera, and location relative to another person, can be evaluated. Stance can include facing a depth camera, indicating a willingness to interact. Movements can include moving toward or away from a central area in the physical space, walking through the field of view, and movements which occur while standing generally in one location, such as moving one's arms around, gesturing, or shifting weight from one foot to another. | 03-21-2013 |
20130083003 | PERSONAL AUDIO/VISUAL SYSTEM - The technology described herein incudes a see-through, near-eye, mixed reality display device for providing customized experiences for a user. The system can be used in various entertainment, sports, shopping and theme-park situations to provide a mixed reality experience. | 04-04-2013 |
20130083007 | CHANGING EXPERIENCE USING PERSONAL A/V SYSTEM - A system for generating an augmented reality environment in association with one or more attractions or exhibits is described. In some cases, a see-through head-mounted display device (HMD) may acquire one or more virtual objects from a supplemental information provider associated with a particular attraction. The one or more virtual objects may be based on whether an end user of the HMD is waiting in line for the particular attraction or is on (or in) the particular attraction. The supplemental information provider may vary the one or more virtual objects based on the end user's previous experiences with the particular attraction. The HMD may adapt the one or more virtual objects based on physiological feedback from the end user (e.g., if a child is scared). The supplemental information provider may also provide and automatically update a task list associated with the particular attraction. | 04-04-2013 |
20130083008 | ENRICHED EXPERIENCE USING PERSONAL A/V SYSTEM - A system for generating an augmented reality environment in association with one or more attractions or exhibits is described. In some cases, a see-through head-mounted display device (HMD) may acquire one or more virtual objects from a supplemental information provider associated with a particular attraction. The one or more virtual objects may be based on whether an end user of the HMD is waiting in line for the particular attraction or is on (or in) the particular attraction. The supplemental information provider may vary the one or more virtual objects based on the end user's previous experiences with the particular attraction. The HMD may adapt the one or more virtual objects based on physiological feedback from the end user (e.g., if a child is scared). The supplemental information provider may also provide and automatically update a task list associated with the particular attraction. | 04-04-2013 |
20130083009 | EXERCISING APPLICATIONS FOR PERSONAL AUDIO/VISUAL SYSTEM - The technology described herein includes a see-through, near-eye, mixed reality display device for providing customized experiences for a user. The personal A/V apparatus serves as an exercise program that is always with the user, provides motivation for the user, visually tells the user how to exercise, and lets the user exercise with other people who are not present. | 04-04-2013 |
20130083011 | REPRESENTING A LOCATION AT A PREVIOUS TIME PERIOD USING AN AUGMENTED REALITY DISPLAY - Technology is described for representing a physical location at a previous time period with three dimensional (3D) virtual data displayed by a near-eye, augmented reality display of a personal audiovisual (A/V) apparatus. The personal A/V apparatus is identified as being within the physical location, and one or more objects in a display field of view of the near-eye, augmented reality display are automatically identified based on a three dimensional mapping of objects in the physical location. User input, which may be natural user interface (NUI) input, indicates a previous time period, and one or more 3D virtual objects associated with the previous time period are displayed from a user perspective associated with the display field of view. An object may be erased from the display field of view, and a camera effect may be applied when changing between display fields of view. | 04-04-2013 |
20130083018 | PERSONAL AUDIO/VISUAL SYSTEM WITH HOLOGRAPHIC OBJECTS - A system for generating an augmented reality environment using state-based virtual objects is described. A state-based virtual object may be associated with a plurality of different states. Each state of the plurality of different states may correspond with a unique set of triggering events different from those of any other state. The set of triggering events associated with a particular state may be used to determine when a state change from the particular state is required. In some cases, each state of the plurality of different states may be associated with a different 3-D model or shape. The plurality of different states may be defined using a predetermined and standardized file format that supports state-based virtual objects. In some embodiments, one or more potential state changes from a particular state may be predicted based on one or more triggering probabilities associated with the set of triggering events. | 04-04-2013 |
20130083062 | PERSONAL A/V SYSTEM WITH CONTEXT RELEVANT INFORMATION - A system for generating an augmented reality environment in association with one or more attractions or exhibits is described. In some cases, a see-through head-mounted display device (HMD) may acquire one or more virtual objects from a supplemental information provider associated with a particular attraction. The one or more virtual objects may be based on whether an end user of the HMD is waiting in line for the particular attraction or is on (or in) the particular attraction. The supplemental information provider may vary the one or more virtual objects based on the end user's previous experiences with the particular attraction. The HMD may adapt the one or more virtual objects based on physiological feedback from the end user (e.g., if a child is scared). The supplemental information provider may also provide and automatically update a task list associated with the particular attraction. | 04-04-2013 |
20130083063 | Service Provision Using Personal Audio/Visual System - A collaborative on-demand system allows a user of a head-mounted display device (HMDD) to obtain assistance with an activity from a qualified service provider. In a session, the user and service provider exchange camera-captured images and augmented reality images. A gaze-detection capability of the HMDD allows the user to mark areas of interest in a scene. The service provider can similarly mark areas of the scene, as well as provide camera-captured images of the service provider's hand or arm pointing to or touching an object of the scene. The service provider can also select an animation or text to be displayed on the HMDD. A server can match user requests with qualified service providers which meet parameters regarding fee, location, rating and other preferences. Or, service providers can review open requests and self-select appropriate requests, initiating contact with a user. | 04-04-2013 |
20130083064 | PERSONAL AUDIO/VISUAL APPARATUS PROVIDING RESOURCE MANAGEMENT - Technology is described for resource management based on data including image data of a resource captured by at least one capture device of at least one personal audiovisual (A/V) apparatus including a near-eye, augmented reality (AR) display. A resource is automatically identified from image data captured by at least one capture device of at least one personal A/V apparatus and object reference data. A location in which the resource is situated and a 3D space position or volume of the resource in the location is tracked. A property of the resource is also determined from the image data and tracked. A function of a resource may also be stored for determining whether the resource is usable for a task. Responsive to notification criteria for the resource being satisfied, image data related to the resource is displayed on the near-eye AR display. | 04-04-2013 |
20130083173 | VIRTUAL SPECTATOR EXPERIENCE WITH A PERSONAL AUDIO/VISUAL APPARATUS - Technology is described for providing a virtual spectator experience for a user of a personal A/V apparatus including a near-eye, augmented reality (AR) display. A position volume of an event object participating in an event in a first 3D coordinate system for a first location is received and mapped to a second position volume in a second 3D coordinate system at a second location remote from where the event is occurring. A display field of view of the near-eye AR display at the second location is determined, and real-time 3D virtual data representing the one or more event objects which are positioned within the display field of view are displayed in the near-eye AR display. A user may select a viewing position from which to view the event. Additionally, virtual data of a second user may be displayed at a position relative to a first user. | 04-04-2013 |
20130084970 | Sharing Games Using Personal Audio/Visual Apparatus - A game can be created, shared and played using a personal audio/visual apparatus such as a head-mounted display device (HMDD). Rules of the game, and a configuration of the game space, can be standard or custom. Boundary points of the game can be defined by a gaze direction of the HMDD, by the user's location, by a model of a physical game space such as an instrumented court or by a template. Players can be identified and notified of the availability of a game using a server push technology. For example, a user in a particular location may be notified of the availability of a game at that location. A server manages the game, including storing the rules, boundaries and a game state. The game state can identify players and their scores. Real world objects can be imaged and provided as virtual objects in the game space. | 04-04-2013 |
20130085345 | Personal Audio/Visual System Providing Allergy Awareness - A system provides a recommendation of food items to a user based on nutritional preferences of the user, using a head-mounted display device (HMDD) worn by the user. In a store, a forward-facing camera of the HMDD captures an image of a food item. The food item can be identified by the image, such as based on packaging of the food item. Nutritional parameters of the food item are compared to nutritional preferences of the user to determine whether the food item is recommended. The HMDD displays an augmented reality image to the user indicating whether the food item is recommended. If the food item is not recommended, a substitute food item can be identified. The nutritional preferences can indicate food allergies, preferences for low calorie foods and so forth. In a restaurant, the HMDD can recommend menu selections for a user. | 04-04-2013 |
20130095924 | ENHANCING A SPORT USING AN AUGMENTED REALITY DISPLAY - Technology is described for providing a personalized sport performance experience with three dimensional (3D) virtual data displayed by a near-eye, augmented reality display of a personal audiovisual (A/V) apparatus. A physical movement recommendation is determined for the user performing a sport based on skills data for the user for the sport, physical characteristics of the user, and 3D space positions for at least one or more sport objects. 3D virtual data depicting one or more visual guides for assisting the user in performing the physical movement recommendation may be displayed from a user perspective associated with a display field of view of the near-eye AR display. An avatar may also be displayed by the near-eye AR display performing a sport. The avatar may perform the sport interactively with the user or be displayed performing a prior performance of an individual represented by the avatar. | 04-18-2013 |
20130114043 | SEE-THROUGH DISPLAY BRIGHTNESS CONTROL - The technology provides various embodiments for controlling brightness of a see-through, near-eye mixed display device based on light intensity of what the user is gazing at. The opacity of the display can be altered, such that external light is reduced if the wearer is looking at a bright object. The wearer's pupil size may be determined and used to adjust the brightness used to display images, as well as the opacity of the display. A suitable balance between opacity and brightness used to display images may be determined that allows real and virtual objects to be seen clearly, while not causing damage or discomfort to the wearer's eyes. | 05-09-2013 |
20130137076 | HEAD-MOUNTED DISPLAY BASED EDUCATION AND INSTRUCTION - Technology disclosed herein provides for use of HMDs in a classroom setting. Technology disclosed herein provides for HMD use for holographic instruction. In one embodiment, the HMD is used for social coaching. User profile information may be used to tailor instruction to a specific user based on known skills, learning styles, and/or characteristics. One or more individuals may be monitored based on sensor data. The sensor data may come from an HMD. The monitoring may be analyzed to determine how to enhance an experience. The experience may be enhanced by presenting an image in at least one head mounted display worn by the one or more individuals. | 05-30-2013 |
20130177296 | GENERATING METADATA FOR USER EXPERIENCES - A system and method for efficiently managing life experiences captured by one or more sensors (e.g., video or still camera, image sensors including RGB sensors and depth sensors). A “life recorder” is a recording device that continuously captures life experiences, including unanticipated life experiences, in image, video, and/or audio recordings. In some embodiments, video and/or audio recordings captured by a life recorder are automatically analyzed, tagged with a set of one or more metadata, indexed, and stored for future use. By tagging and indexing life recordings, a life recorder may search for and acquire life recordings generated by itself or another life recorder, thereby allowing life experiences to be shared minutes or even years later. | 07-11-2013 |
20130286004 | DISPLAYING A COLLISION BETWEEN REAL AND VIRTUAL OBJECTS - Technology is described for displaying a collision between objects by an augmented reality display device system. A collision between a real object and a virtual object is identified based on three dimensional space position data of the objects. At least one effect on at least one physical property of the real object is determined based on physical properties of the real object, like a change in surface shape, and physical interaction characteristics of the collision. Simulation image data is generated and displayed simulating the effect on the real object by the augmented reality display. Virtual objects under control of different executing applications can also interact with one another in collisions. | 10-31-2013 |
20130293468 | COLLABORATION ENVIRONMENT USING SEE THROUGH DISPLAYS - A see-through, near-eye, mixed reality display device and system for collaboration amongst various users of other such devices and personal audio/visual devices of more limited capabilities. One or more wearers of a see through head mounted display apparatus define a collaboration environment. For the collaboration environment, a selection of collaboration data and the scope of the environment are determined. Virtual representations of the collaboration data in the field of view of the wearer, and other device users are rendered. Persons in the wearer's field of view to be included in collaboration environment and who are entitled to share information in the collaboration environment are defined by the wearer. If allowed, input from other users in the collaboration environment on the virtual object may be received and allowed to manipulate a change in the virtual object. | 11-07-2013 |
20130293530 | PRODUCT AUGMENTATION AND ADVERTISING IN SEE THROUGH DISPLAYS - An augmented reality system that provides augmented product and environment information to a wearer of a see through head mounted display. The augmentation information may include advertising, inventory, pricing and other information about products a wearer may be interested in. Interest is determined from wearer actions and a wearer profile. The information may be used to incentivize purchases of real world products by a wearer, or allow the wearer to make better purchasing decisions. The augmentation information may enhance a wearer's shopping experience by allowing the wearer easy access to important product information while the wearer is shopping in a retail establishment. Through virtual rendering, a wearer may be provided with feedback on how an item would appear in a wearer environment, such as the wearer's home. | 11-07-2013 |
20130293577 | INTELLIGENT TRANSLATIONS IN PERSONAL SEE THROUGH DISPLAY - A see-through, near-eye, mixed reality display apparatus for providing translations of real world data for a user. A wearer's location and orientation with the apparatus is determined and input data for translation is selected using sensors of the apparatus. Input data can be audio or visual in nature, and selected by reference to the gaze of a wearer. The input data is translated for the user relative to user profile information bearing on accuracy of a translation and determining from the input data whether a linguistic translation, knowledge addition translation or context translation is useful. | 11-07-2013 |
20130328927 | AUGMENTED REALITY PLAYSPACES WITH ADAPTIVE GAME RULES - 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. | 12-12-2013 |
20140002444 | CONFIGURING AN INTERACTION ZONE WITHIN AN AUGMENTED REALITY ENVIRONMENT | 01-02-2014 |
20150049114 | EXERCISING APPLICATIONS FOR PERSONAL AUDIO/VISUAL SYSTEM - The technology described herein includes a see-through, near-eye, mixed reality display device for providing customized experiences for a user. The personal A/V apparatus serves as an exercise program that is always with the user, provides motivation for the user, visually tells the user how to exercise, and lets the user exercise with other people who are not present. | 02-19-2015 |