http://www.freepatentsonline.com/7548775.html
Neural interfaces are currently limited to medical applications and research but as they are further miniaturized may eventually lead to matrix-like virtual realities or surrogate robot control as in the upcoming Bruce Willis movie. This patent form the University of Michigan may provide one step closer for transforming such science fiction into science fact. Claim 1 reads:
1. An implantable neural interface node, comprising:
a base insertable into a mammalian cranium;
a plurality of neuroprobe assemblies coupled to the base;
an electronic component coupled to at least one of the neuroprobe assemblies; and
a plug, having a recess on a side of the plug, that couples to the base;
wherein the recess on the side of the plug houses at least a portion of the electronic component.
Friday, June 19, 2009
Friday, May 29, 2009
US Patent 7537522 - Automobile video game console
http://www.freepatentsonline.com/7537522.html
Over the past 30+ years of video gaming there have been several driving based games which have included various peripherals to simulate the driving experience. This patent from Nissan goes the full monty by building a video game console into an actual automobile. Claim 1 reads:
1. A self-contained in-vehicle gaming system in a wheeled vehicle comprising:
at least one in-vehicle control member controlling the wheeled vehicle during a normal driving mode, wherein, when selectively disengaged from the vehicle control, the at least one in-vehicle control member instead provides game control inputs during a gaming mode in which the wheeled vehicle's wheels are stationary; and
a display located in the wheeled vehicle for providing an indication of a game environment in response to the game control inputs.
Over the past 30+ years of video gaming there have been several driving based games which have included various peripherals to simulate the driving experience. This patent from Nissan goes the full monty by building a video game console into an actual automobile. Claim 1 reads:
1. A self-contained in-vehicle gaming system in a wheeled vehicle comprising:
at least one in-vehicle control member controlling the wheeled vehicle during a normal driving mode, wherein, when selectively disengaged from the vehicle control, the at least one in-vehicle control member instead provides game control inputs during a gaming mode in which the wheeled vehicle's wheels are stationary; and
a display located in the wheeled vehicle for providing an indication of a game environment in response to the game control inputs.
Tuesday, April 28, 2009
US Patent 6106397 - Virtual reality walking shoes
http://www.freepatentsonline.com/6106397.html
The popularity of the WiiFit and WiiSports video games from Nintendo are likely to bring about new types of interface systems for detecting the movement of game players. This patent from inventor Scott Andrew Phillips (with priority going back to 1996) teaches an interesting type of positioning device in the form of motorized shoe that may be particularly useful as an alternative to the balance board used in Wii Fit. More info on this invention is available here. Claim 1 reads:
1. A positioning device for maintaining a user at a datum including:
a positional sensor adapted for sensing the user's movement away from the datum;
motive means for attachment to the user's feet so that, when walking, the user is continually returned to the datum; and
a controller adapted to receive a signal from the positional sensor and, pursuant to the user's deviation from the datum, to activate the motive means so that it operates to return the user to the datum.
The popularity of the WiiFit and WiiSports video games from Nintendo are likely to bring about new types of interface systems for detecting the movement of game players. This patent from inventor Scott Andrew Phillips (with priority going back to 1996) teaches an interesting type of positioning device in the form of motorized shoe that may be particularly useful as an alternative to the balance board used in Wii Fit. More info on this invention is available here. Claim 1 reads:
1. A positioning device for maintaining a user at a datum including:
a positional sensor adapted for sensing the user's movement away from the datum;
motive means for attachment to the user's feet so that, when walking, the user is continually returned to the datum; and
a controller adapted to receive a signal from the positional sensor and, pursuant to the user's deviation from the datum, to activate the motive means so that it operates to return the user to the datum.
Sunday, April 26, 2009
US Patent 7522165 - Virtual reality mannequin
US Patent 7522165
This patent has some early priority (6/11/1999) and includes some basic claims to a virtual 3D mannequin. Claim 1 reads:
1. A system for displaying garments, comprising:
at least one computer-rendered three-dimensional rotatable model in at least one interactive virtual reality software product;
at least one size selection control for selecting at least one of a plurality of sizes, the selected at least one of the sizes to be applied to the at least one model;
at least one proportion selection control for selecting at least one of a plurality of proportions, the selected at least one of the proportions to be applied to the at least one model;
at least one garment selection control for selecting at least one of a plurality of garments, the selected at least one of the garments selected from the at least one interactive virtual reality software product and to be displayed on the at least one model;
at least one action/environment selection control to apply at least one action and/or at least one environment to the at least one model;
the system being characterized in that the at least one action/environment selection control causes the selected at least one of the garments on the at least one model to react to the at least one action and/or the at least one environment.
This patent has some early priority (6/11/1999) and includes some basic claims to a virtual 3D mannequin. Claim 1 reads:
1. A system for displaying garments, comprising:
at least one computer-rendered three-dimensional rotatable model in at least one interactive virtual reality software product;
at least one size selection control for selecting at least one of a plurality of sizes, the selected at least one of the sizes to be applied to the at least one model;
at least one proportion selection control for selecting at least one of a plurality of proportions, the selected at least one of the proportions to be applied to the at least one model;
at least one garment selection control for selecting at least one of a plurality of garments, the selected at least one of the garments selected from the at least one interactive virtual reality software product and to be displayed on the at least one model;
at least one action/environment selection control to apply at least one action and/or at least one environment to the at least one model;
the system being characterized in that the at least one action/environment selection control causes the selected at least one of the garments on the at least one model to react to the at least one action and/or the at least one environment.
US Patent 7520836 - Virtual reality locomotion using pressure sensing mat on movable base
US Patent 7520836
Probably the most difficult problem of virtual reality is to replicate the sense of the freedom of movement experienced when playing a sports game such as football or baseball without actually allowing for movement. This patent from Southwest Research Institute appears to be taking a step in the right direction by teaching a multidirectional locomotion platform sensitive to the movements of the user. Claim 1 reads:
1. A locomotion interface that provides input signals, indicative of a user's movement, to a virtual reality system, the locomotion interface comprising:
a pressure-sensing mat including a base layer,
a plurality of pressure sensing elements formed over the base layer,
a top layer formed over the plurality of pressure-sensing elements, and
an input interface formed between the base layer and the top layer,
wherein the plurality of pressure sensing elements output signals indicative of pressure applied to the top layer;
a base structure coupled to the pressure-sensing mat, the base structure being fixed in a first position but freely moveable in a second position;
a housing that retains the pressure-sensing mat and the base, said housing further comprising a roller disposed in the housing, the roller being in frictional contact with the pressure-sensing mat;
a first motor that rotates the roller about a first axis; and
a second motor that rotates the roller about a second axis, the second axis being perpendicular to the first axis, wherein the rotation of the roller generates thrust vectors that move the pressure-sensing mat in all direction.
Probably the most difficult problem of virtual reality is to replicate the sense of the freedom of movement experienced when playing a sports game such as football or baseball without actually allowing for movement. This patent from Southwest Research Institute appears to be taking a step in the right direction by teaching a multidirectional locomotion platform sensitive to the movements of the user. Claim 1 reads:
1. A locomotion interface that provides input signals, indicative of a user's movement, to a virtual reality system, the locomotion interface comprising:
a pressure-sensing mat including a base layer,
a plurality of pressure sensing elements formed over the base layer,
a top layer formed over the plurality of pressure-sensing elements, and
an input interface formed between the base layer and the top layer,
wherein the plurality of pressure sensing elements output signals indicative of pressure applied to the top layer;
a base structure coupled to the pressure-sensing mat, the base structure being fixed in a first position but freely moveable in a second position;
a housing that retains the pressure-sensing mat and the base, said housing further comprising a roller disposed in the housing, the roller being in frictional contact with the pressure-sensing mat;
a first motor that rotates the roller about a first axis; and
a second motor that rotates the roller about a second axis, the second axis being perpendicular to the first axis, wherein the rotation of the roller generates thrust vectors that move the pressure-sensing mat in all direction.
Sunday, March 8, 2009
US Patent 7499894 - Training biological neural network
http://www.freepatentsonline.com/7499894.html
While having biological inspiration, neural networks are usually applied to computer systems and have very different characteristics than that found in actual biological neural systems. However, this patent teaches a method of training a biological neural network in a fashion reminescent of certain scenes from the sci-fi movie "The Matrix". Claim 1 reads:
1. A method of training an in-vivo biological neural network in a living human using a controller, comprising:
applying a cycle comprising:
stimulating a neural network by said controller applying at least an input signal to the network;
detecting an output response of the network by said controller; and
modifying said stimulation by said controller for at least a period of time if said response matches a desired at least approximate response; and
repeating said cycle of stimulation, detection and modification at least one more time until said neural network is trained to generate a desired output response for said input signal.
While having biological inspiration, neural networks are usually applied to computer systems and have very different characteristics than that found in actual biological neural systems. However, this patent teaches a method of training a biological neural network in a fashion reminescent of certain scenes from the sci-fi movie "The Matrix". Claim 1 reads:
1. A method of training an in-vivo biological neural network in a living human using a controller, comprising:
applying a cycle comprising:
stimulating a neural network by said controller applying at least an input signal to the network;
detecting an output response of the network by said controller; and
modifying said stimulation by said controller for at least a period of time if said response matches a desired at least approximate response; and
repeating said cycle of stimulation, detection and modification at least one more time until said neural network is trained to generate a desired output response for said input signal.
US Patent 7497779 - Ghost possession with time dilation effect
http://www.freepatentsonline.com/7497779.html
This patent from Nintendo is claiming a ghost possession game such as Geist. Claim 1 reads:
1. A video game comprising:
a ghost game character capable of possessing and dispossessing a plurality of different host game characters during game play wherein a game world view shifts to a view of a possessed host game character; and
a time change effect for changing the rate at which time passes in the game world between a first rate when the ghost game character possesses one of the host game characters and a second rate when the ghost game character dispossesses one of the host game characters, wherein the changing between the first and second rates occurs gradually.
This patent from Nintendo is claiming a ghost possession game such as Geist. Claim 1 reads:
1. A video game comprising:
a ghost game character capable of possessing and dispossessing a plurality of different host game characters during game play wherein a game world view shifts to a view of a possessed host game character; and
a time change effect for changing the rate at which time passes in the game world between a first rate when the ghost game character possesses one of the host game characters and a second rate when the ghost game character dispossesses one of the host game characters, wherein the changing between the first and second rates occurs gradually.
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