Contextual spectator inclusion in a virtual reality experience
AssigneeInternational Business Machines Corporation
InventorsZachary A. Silverstein, Cesar Augusto Rodriguez Bravo, Hemant Kumar Sivaswamy, Carlos E Aguilera
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Abstract
A method of generating a virtual reality (“VR”) experience includes detecting, using external sensors, a real-world spectator that is in a spectator space that is adjacent to a user that is wearing a VR headset and experiencing a VR space. The method also includes detecting a real-world physical state of the spectator, and rendering, in response to detecting, the spectator in the VR space as an avatar that reflects the real-world physical state of the spectator.
Claims18
A method of generating a virtual reality (“VR”) experience, the method comprising:
- detecting, using external sensors, a real-world spectator that is in a spectator space that is adjacent to a user that is wearing a VR headset and experiencing a VR space;
- detecting a real-world physical state of the spectator comprising sounds of the spectator;
- rendering, in response to detecting the real-world physical state of the spectator, the spectator in the VR space as an avatar that reflects the real-world physical state of the spectator;
- rendering a plurality of VR fans in the VR space;
- boosting experience points of the user based on sounds from the spectator;
- and
- transforming the sounds of the spectator to make the sounds sound like they are being made by at least some of the plurality of VR fans;
- wherein the real-world physical state of the spectator reveals a real-world emotional state of the spectator;
- wherein the avatar reflects the real-world emotional state of the spectator;
- and
- wherein at least some of the plurality of VR fans reflect the real-world movements of the spectator, facial expressions of the spectator, or gestures of the spectator.
A virtual reality (“VR”) system comprising:
- a VR controller including one or more processors and a computer-readable storage medium coupled to the one or more processors storing program instructions, the VR controller being configured to generate a VR experience;
- a VR headset communicatively connected to the VR controller that is configured to display a VR space to a user;
- a sensor communicatively connected to the VR controller that is configured to monitor a spectator space proximate to the user;
- a display communicatively connected to the VR controller that is viewable from the spectator space;
- and
- boosting experience points of the user based on sounds from the spectator;
- wherein the program instructions, when executed by the one or more processors, cause the one or more processors to perform operations comprising:
- detecting, using the sensor, a first person in the spectator space;
- analyzing the first person to determine whether the first person is a spectator or a bystander based on whether the first person is engaged in another activity that is unrelated to the VR system;
- prompting, in response to determining that the first person is a spectator because the first person is not engaged in the another activity, the first person to opt-in to the VR experience;
- and
- rendering, in response to the first person opting-in, an avatar in the VR space that represents the spectator.
A method of generating a virtual reality (“VR”) experience, the method comprising:
- detecting, using external sensors, a real-world spectator that is in a spectator space that is adjacent to a user that is wearing a VR headset and experiencing a VR space;
- analyzing the VR space to determine a VR context, wherein analyzing the VR space to determine the VR context comprises analyzing music in the VR experience;
- rendering, in response to analyzing, the spectator in the VR space as an avatar that reflects the VR context;
- detecting a real-world physical state of the spectator comprising sounds of the spectator;
- rendering, in response to detecting the real-world physical state of the spectator, the spectator in the VR space as an avatar that reflects the real-world physical state of the spectator;
- boosting experience points of the user based on sounds from the spectator;
- and
- recording a portion of the VR experience in response to a dramatic and/or loud expression by the spectator.
Dependencies are inferred from the claim text.