Interactive combat game between a real player and a projected image of a computer generated player or a real player with a predictive method
Abstract
A method for engaging a player or a pair of players in a motion related game including the steps of attaching plural colored elements onto selected portions of the player(s) garments and processing a video stream of each of the players to separately identify the positions, velocities an accelerations of the several colored elements. The method further comprises generation of a combatant competitor image and moving the image in a manor to overcome the player. In a further approach, two players are recorded and their video images are presented one screens frontal to the other of the players. The same colored elements are used to enable computer calculations of fighting proficiency of the players.
Claims
exact text as granted — not AI-modified1 . A method of playing a motion related hand-to-hand combat type game, between a real player and a virtual player; the method comprising the steps of:
a) identifying portions of the real player with distinct colored elements; b) positioning the real player in front of a video screen upon which a virtual player image is projected. c) recording video frames of a real player image and filtering the real player image into separate signals according to the colored elements; d) reviewing each the frames in sequence so as to determine time change of positions in 3-space of the portions and calculating velocity, acceleration and trajectory of each of the portions; e) moving the virtual player on the video screen, said movement corresponding in defense and offence to the movement of the real player; f) identifying portions of the virtual player corresponding to the portions of the real player and establishing position, velocity, acceleration and trajectory of the portions of the virtual player to determine when real player and virtual player portions intersect in three-space; g) assigning scores to the players in accordance with a set of scoring rules; and h) repeating steps (c) through (g) until one of the players has achieved a set number of points and is therefore declared a winner.
2 . The method of claim 1 wherein, utilizing a digital video camera interfaced to a distributed processor to capture real time 3-d motions of a player comprising the further steps of:
a) calibrating the system by initially placing the player(s) at a fixed distance from the camera and having the colored elements, and bodily signatures of the player to be calibrated for real time 3-d motion detection; b) continually receiving the camera's real time electro-optical, auto focus, and zooming control information along with video camera signals measuring the 3 dimensional positions of the player(s) at motions; c) while in motion, the depth (z) is calculated by the ratio of the of the total pixel count of the colored elements worn by the player(s) to the total video pixels of the colored elements measured during initial calibration; d) utilizing a camera that could be commanded to perform auto focus or computer controlled focus; e) adjusting the pixel count information of the colored elements, and player(s) bodily signature based upon the received camera's auto-focus or computer controlled focus; f) trajectory of motion, speed, and acceleration of the players body parts is measured upon the differential changes of recent frame to the previous frame. provide filtering of images to provide a sharp image and eliminate background noises; g) differential changes are measured from frame to frame by following the periphery of each colored element and measuring pixel changes; h) utilize a computer controlled camera that is commanded to focus and stay focus on a specific moving colored element; i) utilize a computer controlled camera that its zooming is computer controlled; j) placing the digital camera on a computer controlled gimbal to follow the player's motions. the pixel count derived from step c will be further adjusted based upon the 2-d gimbal motions; k) utilizing the digital camera with inferred sensors to monitor the bodily temperature of the player.
3 . The method of claim 1 wherein the computer's further actions are synchronized to the start of a player's motions, or verbal commands on a frame by frame basis, further comprising the steps of:
a) each incoming frame is compared to the previous frame to detect the magnitude of change compared to the previous frame. changes in the incoming frames surpassing a threshold are lead to further processing. changes in the incoming frames not surpassing the threshold are counted, discarded, and led to further processing; b) continuous incoming frames not surpassing a threshold for a certain period of time (“c” number of frames) are counted, discarded, and led to an offense motion by the computer generated image; c) the voice activated command or other commands are analyzed and led to different processing stages, depending upon the nature of the commands;
4 . The method of claims 1 wherein an event detection and prediction distributed digital image processor, continually monitors the movement of the player to detect motions that are consistent within certain time period (“b” number of frames) an event is defined as offense or a defense motion by the player; and wherein the event detector's algorithm is comprising of the steps:
a) consecutive frames that have passed the threshold, each are compared to the previous frame to detect the magnitude of change. changes are added to the previous trajectory of the player's motions; b) if received frame number is less than b number of frames, repeat previous step, otherwise go to the next step. c) at the end of “b” number of frames, does player's motions indicate an offense aimed at the image's sensitive parts? if yes, go to players offensive play (step f), otherwise continue; d) at the end of “b” number of frames does player's motions indicate a defense, protecting and dodging the image's offensive moves? if yes, go to step player's defense (step g), otherwise continue; e) at the end of “b” number of frames does player's motions indicate a combination of offense and defense against image's body parts? if yes, calculate the likelihood of hit success comparing that of player's and images' motions. if player's offense is stronger, go to step f, if weaker, go to step g; f) predict a player's offense course of motion that is the continuation of motion detections in “b”. plan a defensive image's motions in conjunction with the player's prediction. calculate player and image's final trajectory and coordinates at the end of the predicted or planned period, and send it to event follower processor step h, then go to step a. g) predict the players defense course of motion that is the continuation of motion detections in “b”. plan an offense course of motion for the image's motions in conjunction with the player's prediction. calculate player, and image's final trajectory, coordinates at the end of the planned period and send results to event follower processor, step 1 , then go to step a; h) new player's offense command received from the event detection prediction processor? if no, go to the next step, otherwise continue displaying planned image and repeat this step; i) continually display the planned defense or offense motions of the image. get next frame, process frame, calculate players new coordinates, add to the previous coordinate; j) end of the players prediction period, or image's planned defense? if yes, go to next step, if no go to previous step; k) compare player's offense compared to image's defense. calculate and show scores, go step h; l) new player's defense command received from the event detection processor? if no, go to the next step, otherwise continue displaying planned image and repeat this step; m) continually display the planned defense or offense motions of the image. get next frame, process frame, calculate players new coordinates, add to the previous coordinate; n) end of player's prediction or image's planned offense period? if yes go to next step, otherwise go to previous step; o) calculate image's offense compared to player's defense. calculate and show scores, go to step 1 .
5 . The method of claim 1 wherein the degree for player's speed, is decided by adjustment of “b” number of frames during the initialization, and the degree of expertise is decided by classifying predictions and plans.
6 . The method of claim 1 further comprising the step of increasing the number of cameras and display monitors to assist the player's view of the image at different angles while turning and facing from one camera to another, wherein:
a) the image processor to provide an image 3d field of play for the player to use as a visual guidelines for his/hers movements in a field of play, while the image is moved around from one side of the field of play to the other; b) the image processor to detect player positions from different cameras and decide witch camera provides the best detection angle and display the image in a relevant field of play to be viewed by the player;
7 . The method of claim 1 wherein two local players using two sets of camera(s), two sets of displays, and an image processors examine individual video pictures from each players and display the video or planned image of the opponent player.
8 . The method of claim 1 wherein two remote players using two sets of camera(s), two sets of displays, and two sets of image processor further comprising the steps of:
p) each processor to examine the videos from each relevant local player. q) each processor to receive the opponent's image motion information, (or actual opponent's, video and other relevant information) via remote transmission facilities on frame by frame basis; r) each processor to display an image of the opponent and control the image based upon the information received from the opponents motions; s) each processor to provide scores on each displays; t) one processor to determine the winner score, to be displayed on both monitors;
9 . A method of playing baseball, tennis, golf, or other related games between a player having a sport instruments in hand and the images of offense and defense players wherein a ball, the images of a players, and an image of the field are generated by a processor; the method comprising the steps of:
a. identify the play instrument and portions of the player body with individual colored elements; b. each computer generated thrown image ball, will be planned and played with a known trajectory, speed, acceleration, and a prediction, simulating a pro player; c. generate an image of the field of play in 3-d whereby offense and defense actions takes place, by image offense, and image defense players; d. processing of the incoming frames at the vicinity of the time of impact of the player's tennis with the image ball; e. recording the movements of the player and the instrument as a video image and electronically or optically filtering the image into separate signals according to the colored elements; f. determining positions in 3-space of the portions of the player and the instrument on each recording video frame; g. following the trajectory of the player's body parts and the sport instrument, utilizing the method of claim 4 , to calculate changes in trajectory, velocity, and acceleration of the portions of the player's body and trajectory of the instrument; h. predicting the trajectory, velocity, and acceleration of the image ball being hit by the player's instrument; i. moving the image players, as the result of the predicted trajectory of the ball and the image's physical location in the field of play, at the moment of impact of instrument with the image ball; j. calculate the likelihood of success for the image ball to stay within the image 3-d field of play; k. displaying the predicted trajectory of the ball hit by the player instrument; display the images of players, playing offense, defense and reacting to the image ball, based upon the positions of the image player, and the prediction; m. compare the player's prediction and follow-on, to the initial planned trajectory (step b), and display scores.
10 . A method of playing a motion related hand-to-hand combat type game between a first real player and second real player; the method comprising the steps of:
a) identifying portions of the players with distinct colored elements; b) positioning the players in front of separate video screens upon which an image of the first player is projected and viewable by the second player, and an image of the second player is projected and viewable by the first player; c) recording video frames of images of combat movement between the players and filtering each of the images into respective separate signals according to the colored elements; d) reviewing each the frames of each of the players in sequence so as to determine position changes from frame to frame, and calculating velocity, acceleration and trajectory of each of the portions of each of the players; e) identifying portions of the players in contact to determine when the portions of the players virtually intersect; f) assigning scores to the players in accordance with a set of scoring rules; and g) repeating steps (c) through (f) until one of the players has achieved a set number of points and is therefore declared a winner.Join the waitlist — get patent alerts
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