Interactive virtual reality performance theater...

Amusement devices: games – Including means for processing electronic data – Perceptible output or display

Reexamination Certificate

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Details

C463S042000, C463S032000

Reexamination Certificate

active

06409599

ABSTRACT:

BACKGROUND OF THE INVENTION
1. Field of the Invention
The present invention relates to the field of electronic video and live performance entertainment. More specifically, the present invention relates to entertainment and educational systems whereby participants interact with an electronic or computerized environment in addition to live and/or pre-recorded performers. Even more specifically, the present invention relates to immersive virtual reality computer systems in which participants interact with a virtual reality environment and live performers using a variety of immersion and input devices such as a head mounted display and a handheld keypad.
2. Description of the Related Art
Virtual reality entertainment systems utilizing head mounted displays or other immersive devices or methods, whereby a participant views and interacts with a software-generated virtual reality environment have been used for training and entertainment purposes for many years. An immersive virtual reality environment as used and described herein refers to a computer generated graphical environment wherein a participant is “immersed” within the environment so as to provide to the user a sensation of being physically located within the graphical environment, although the participant is only electronically present with other objects within the environment. Therefore, an immersive virtual reality environment creates an illusion to the participant that he or she is in an artificially created environment through the use of three-dimensional (3D) graphics and computer software which imitates the relationship between the participant and the surrounding environment.
Traditionally, participants are represented in the software environment by projections of figures referred to in the art as avatars. Participants control their avatars through a combination of input mechanisms including, but not limited to, hand held input devices and data generated from electronic and electromagnetic tracking devices which monitor bodily movement. Objects within the virtual reality environment which are not controlled by the motion of the participants are generally controlled by a computer software program and can also respond to the input of the participants.
In related art virtual reality environments, figures or objects not controlled by participants move autonomously only in accordance with the software program and respond to the input devices of each participant (Carmein U.S. Pat. No. 5,490,784, Latypov U.S. Pat. No. 5,846,134). Passive and active objects such as trees and animals move in a predetermined manner within the virtual reality environment. Furthermore, the participant has the opportunity to interact with such objects in the virtual reality environment, however, the objects are limited to computer generated images.
Generally, the object or focus of virtual reality environments is traditionally on the participants' interaction with objects generated entirely by the computer graphics program that do not represent, or are not substantially controlled by, a human participant in the simulation. Also traditionally, groups of participants have been entertained by graphically enhanced live or pre-recorded performers on stage or through television, cinema or other non-immersion mediums without the enhancements of immersion devices or methods, and furthermore without immersion devices or methods in combination with voice communication from the participants to the performer and amongst and between participants. (Trumbull et al. U.S. Pat. No. 5,795,228).
Other known entertainment systems, such as that which is disclosed in Freeman et al. U.S. Pat. No. 5,682,196, include the capacity for two-way communications between a computer-controlled host and a participant. These systems, however, do not possess the capability for voice communication amongst and between participants, or between participants and a live host. The system in Trumbull allows for one-way audio communication from the live performer to the participants but does not provide for audio communication from the participants to the live performer. Nor does the system of Trumbull allow for audio communication amongst and between the participants, furthermore enhanced by an immersive virtual reality environment.
Several known art virtual reality systems have developed an elementary tactile interface. For example, Shaw et al U.S. Pat. No. 5,737,505 discloses an interface resembling an upper torso suit of armor which detects limb and body position. The device can provide force feedback or impart motion to a participant who is engaging in both active and passive communications with the virtual reality environment. The virtual reality system of Shaw, however, does not provide communication amongst and between participants, nor does the system include live and/or pre-recorded performers.
The known art entertainment systems, therefore, lack certain advantageous features. In traditional systems, the participant may be interacting with a host and the environment using some input device. The host, however, is seldom live and is instead pre-recorded or computer-controlled, therefore reducing the spontaneity of any interaction with the participant. The host in Trumbull can be a live performer, but the system itself is not within a virtual reality environment and therefore lacks the immersive effects which are imparted upon the participants for a more exciting experience. Further, there is no voice communication from the participants to the performer, nor is there voice communication amongst and between participants in Trumbull, thereby further limiting the entertainment or educational experience.
Accordingly, there appears a need in the art for a virtual reality based entertainment and/or educational system which provides three-way immersive interactive communication amongst and between: 1). participants; 2). an immersive environment; and 3). live and/or pre-recorded performers. Further, there appears a need for a system which includes provisions for individual and/or mixed video, audio, and graphical inputs and outputs to enhance the overall entertainment and/or educational experience. Additionally, there is a need for the content and outcome of the experience to be controlled, at least in part, by the inputs of the participants in response to scripted and/or impromptu communications from the performers and/or the virtual reality environment. Finally, there appears to be a need for a system which is robust and modular in design such that a plurality of participants, performers, and virtual reality environment inputs and outputs can be easily retrofitted depending on the desired application and to accommodate the rapid changes of computer technology. The synergistic combination of these elements can provide a hitherto-unrealized level of entertainment and/or educational excitement and quality for an audience of participants.
SUMMARY OF THE INVENTION
According to the present Virtual Reality Performance Theater, (VRPT), the inventors change the focus of the software program and entertainment or educational performance from the interaction between individual participants and computer generated graphical objects within a virtual reality environment to a three-way interactive communication between participants, live and/or pre-recorded performers, and an immersive virtual reality environment. The inclusion of three-way communication amongst and between participants, live and/or pre-recorded performers, and an immersive virtual reality environment results in a synergistic effect which creates an unparalleled entertainment and/or educational experience.
The primary object of the present invention, therefore, is to provide an interactive virtual reality performance theater wherein there exists three-way communication amongst and between participants(), live and/or pre-recorded performer(s), and the virtual reality environment. The three-way communication includes, but is not limited to, audio, video, and graphical input and output data. Importantly, the interaction of the participant

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