# US 12,179,086 B2 · Mixed reality simulation and training system

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- Number: US 12,179,086 B2
- Document ID: US12179086B2
- Status: Granted
- Kind: B2
- Application number: 18/628,495
- Filed: 2024-04-05
- Published: 2024-07-25
- Granted: 2024-12-31
- Earliest claimed: 2022-06-10
- Assignees: Crush Ar LLC
- Applicants: Crush Ar LLC
- Inventors: David G. Aksamit; Kenneth E. Irwin, Jr.; Eric M. Pilnock
- Web page: https://patentgrep.com/patent/US12179086B2

## CPC

- A63B 71/0622: {Visual, audio or audio-visual systems for entertaining, instructing or motivating the user}
- A63F 13/211: using inertial sensors, e.g. accelerometers or gyroscopes
- A63B 24/0006: {Computerised comparison for qualitative assessment of motion sequences or the course of a movement}
- A63B 24/0084: {Exercising apparatus with means for competitions, e.g. virtual races}
- A63B 69/3632: {Clubs or attachments on clubs, e.g. for measuring, aligning (A63B69/3614 takes precedence; clubs for swinging exercises in general A63B15/00)}
- A63F 13/212: using sensors worn by the player, e.g. for measuring heart beat or leg activity
- A63F 13/213: comprising photodetecting means, e.g. cameras, photodiodes or infrared cells (A63F13/219 takes precedence)
- A63F 13/25: Output arrangements for video game devices
- A63F 13/428: involving motion or position input signals, e.g. signals representing the rotation of an input controller or a player's arm motions sensed by accelerometers or gyroscopes
- A63F 13/5255: according to dedicated instructions from a player, e.g. using a secondary joystick to rotate the camera around a player's character
- G06F 3/011: {Arrangements for interaction with the human body, e.g. for user immersion in virtual reality (blind teaching G09B21/00)}
- G06F 3/147: using display panels
- G06V 20/20: in augmented reality scenes
- G06V 40/23: {Recognition of whole body movements, e.g. for sport training}
- A63B 2024/0015: {Comparing movements or motion sequences with computerised simulations of movements or motion sequences, e.g. for generating an ideal template as reference to be achieved by the user}
- A63B 2071/0638: {Displaying moving images of recorded environment, e.g. virtual environment}
- A63B 2071/0666: {worn on the head or face, e.g. combined with goggles or glasses}
- A63B 2071/068: {Input by voice recognition}
- A63B 2220/803: Motion sensors
- A63B 2220/833: Sensors arranged on the exercise apparatus or sports implement
- A63B 2230/00: Measuring physiological parameters of the user
- A63B: APPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT (apparatus for passive exercising, massage A61H)
- A63F: CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- G06F: ELECTRIC DIGITAL DATA PROCESSING (computer systems based on specific computational models G06N)
- G06V: IMAGE OR VIDEO RECOGNITION OR UNDERSTANDING

## Abstract

Methods provide mixed reality simulations with real time coordination of both Augmented Reality (AR) and Virtual Reality (VR) environments, and mixed reality simulations with AR and VR hardware having reduced tracking noise.

## Claims

### Claim 1

A method for providing mixed reality simulations with real time coordination of both Augmented Reality (AR) and Virtual Reality (VR) environments, the method including (i) collecting the dynamic real time metrics of at least one real world object and (ii) displaying mixed reality simulation to at least one human user via stereoscopic AR/VR goggles, the method comprising:
(a) receiving in real time from the at least one real world object:
(i) motion and orientation metric data, and
(ii) position metric data relative to the surrounding real world;
(b) creating a virtual artifice of the at least one real world object and displaying the virtual artifice to the at least one human user via the stereoscopic goggles operating in AR mode; and
(c) aligning and synchronizing the at least one real world object with its virtual artifice by the at least one human user by:
(i) positioning the at least one real world object such that it overlays its virtual artifice as shown by the stereoscopic goggles operating in AR mode, and
(ii) actuating a command to synchronize the motion of the at least one real world object and its virtual artifice such that the virtual artifice mimics the motions of the at least one real world object in both AR and VR displayed on the stereoscopic goggles so long as the mixed reality simulation persists.

### Claim 2 (depends on 1)

The method of claim 1 wherein the at least one real world object is a golf club.

### Claim 3 (depends on 1)

The method of claim 1 wherein the actuation command is a voice command.

### Claim 4

A method for providing mixed reality simulations with Augmented Reality (AR) and Virtual Reality (VR) hardware having reduced tracking noise, the mixed reality simulations being performed with at least one real world user and the at least one real world object both having backward and forward motion, the method comprising:
(a) monitoring the at least one real world object for backward motion initiated by the real world user;
(b) upon detection of the backward motion:
(i) collecting three-dimensional rotational values of the at least one real world object as it travels through the backward motion thru a predefined backward motion window, and
(ii) storing the three-dimensional rotational values of the at least one real world object;
(c) multiplying the at least one real world object stored rotational values by an offset coefficient and saving the resultant as takeaway rotational values;
(d) monitoring the at least one real world object for forward motion initiated by the real world user;
(e) upon detection of the forward motion:
(i) collecting three-dimensional rotational values of the at least one real world object as it travels through the forward motion through two predefined forward motion windows and saving each of the two collected three-dimensional rotational values, and
(ii) interpolating the two collected three-dimensional rotational values with a weighted ratio into a single set of impact rotational values; and
(f) interpolating the impact rotational values in a weighted ratio with the takeaway rotational values, thereby reducing tracking noise in the AR and VR hardware compared to tracking noise in the AR and VR hardware prior to step (f).

### Claim 5 (depends on 4)

The method of claim 4 wherein the offset coefficient differs on whether the at least one real world user is right-handed or left-handed.

### Claim 6 (depends on 5)

The method of claim 5 wherein the at least one real world user is right-handed, and the right-handed at least one real world user offset coefficient is X=15, Y=355, Z=350.

### Claim 7 (depends on 4)

The method of claim 4 wherein the at least one real world object is a golf club.
