Virtual motion programming and control

Boots – shoes – and leggings

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364174, 364147, 395 1, 395 3, 395 61, 395 77, A63G 3108, A63G 3110, G09B 902

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active

057681228

ABSTRACT:
An object oriented approach to virtual motion programming utilizes generic motion identifiers such as "turn" and "accelerate" in combination with modifiers such as the start and end times, the magnitude, and the direction of the motion object to be simulated to construct universal generic motion descriptions of complex motion events. The minimal bandwidth requirements of this virtual motion programming approach enables use of MIDI communication standards for virtual reality show systems and interactive computer applications, including video games. A virtual motion controller receives generic motion descriptions and breaks down the descriptions into their constituent parts. The controller expands the generic motion identifiers into general acceleration profiles and processes the general acceleration profiles with the modifiers to generate ideal acceleration profiles that define the acceleration components for the generic motion description with reference to an ideal motion platform having unlimited mechanical movement. The controller is configured with artificial intelligence for learning the capabilities of a particular motion platform. The controller translates the ideal acceleration profiles into customized position commands for the motion platform based upon the controller's knowledge of the platform's capabilities. The controller is configured with an offset processor for optimizing the position of the platform for maximum simulation of an ideal acceleration profile in the future. Position processors configured with fuzzy logic convert the position commands from the controller into control signals for the actuator motors of the platform, and prevents the actuators from overextending.

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