# US 2023/0053767 A1 · System, game console and method for adjusting a virtual environment

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- Number: US 2023/0053767 A1
- Document ID: US20230053767A1
- Status: Published application
- Kind: A1
- Application number: 17/797,112
- Filed: 2021-03-05
- Published: 2023-02-23
- Earliest claimed: 2020-03-20
- Assignees: Sony Group Corporation
- Applicants: Sony Group Corporation
- Inventors: Rik CLAESEN
- Web page: https://patentgrep.com/patent/US20230053767A1

## CPC

- A63F 13/67: adaptively or by learning from player actions, e.g. skill level adjustment or by storing successful combat sequences for re-use
- 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 13/215: comprising means for detecting acoustic signals, e.g. using a microphone
- A63F 13/65: automatically by game devices or servers from real world data, e.g. measurement in live racing competition
- A63F 13/87: Communicating with other players during game play, e.g. by e-mail or chat
- A63F 2300/5553: user representation in the game field, e.g. avatar
- A63F 2300/8082: Virtual reality
- A63F: CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR

## Abstract

A method for non-intrusively adjusting a virtual environment. The method comprises sensing a physical activity of a user perceiving the virtual environment and determining an emotional state of the user based on the sensed physical activity. Further, the method provides for adjusting the virtual environment using the user's emotional state as non-intrusive in-put by the user to increase and/or not to break the user's immersive experience of the virtual environment.

## Claims

### Claim 1

A method for non-intrusively adjusting a virtual environment, comprising:
sensing a physical activity of a user perceiving the virtual environment;
determining an emotional state of the user based on the sensed physical activity; and
adjusting the virtual environment using the user's emotional state as non-intrusive input by the user to increase and/or not to break the user's immersive experience of the virtual environment.

### Claim 2 (depends on 1)

Method of claim 1,
wherein the virtual environment surrounds a visual representation of the user; and
wherein the method further comprises adjusting the user's visual representation based on the user's emotional state.

### Claim 3 (depends on 1)

Method of claim 1, wherein the user's physical activity comprises at least one of motions, body functions, a facial expression and a sound generated by the user.

### Claim 4 (depends on 1)

Method of claim 1,
wherein the virtual environment is affected by a gameplay of a video game; and
wherein adjusting the virtual environment comprises adjusting the gameplay.

### Claim 5 (depends on 4)

Method of claim 4,
wherein the gameplay specifies an appearance of one or more non-player characters (NPCs) of the video game; and
wherein adjusting the gameplay comprises adapting the appearance of the one or more NPCs based on the user's emotional state.

### Claim 6 (depends on 4)

Method of claim 4,
wherein the gameplay specifies a difficulty level of the video game; and
wherein adjusting the gameplay comprises adapting the difficulty level of the video game based on the user's emotional state.

### Claim 7 (depends on 1)

Method of claim 1,
wherein the virtual environment provides an electronic communication between the user and one or more remote users; and
wherein adjusting the virtual environment comprises changing options of the electronic communication between the user and the one or more remote users.

### Claim 8 (depends on 1)

Method of claim 1, wherein the virtual environment comprises a virtual reality, an augmented reality or a mixed reality.

### Claim 9 (depends on 1)

Method of claim 1, further comprising:
detecting a reinforcement of the user's emotional state by tracking the user's emotional state; and
adjusting the virtual environment based on the tracking of the user's emotional state to reduce the reinforcement of the user's emotional state.

### Claim 10 (depends on 1)

A computer program comprising instructions, which, when the computer program is executed by a processor, cause to processor to carry out the method of claim 1.

### Claim 11

A system for non-intrusively adjusting a virtual environment, comprising:
one or more sensors configured to sense a physical activity of a user perceiving a virtual environment; and
a data processing circuitry configured to:
determine an emotional state of the user based on the sensed physical activity; and
adjust the virtual environment using the user's emotional state as non-intrusive input by the user to increase and/or not to break the user's immersive experience of the virtual environment.

### Claim 12 (depends on 11)

System of claim 11,
wherein the sensors comprise a camera configured to provide one or more images reflecting the physical activity of the user; and
wherein the data processing circuitry is configured to determine the emotional state of the user based on the images of the user.

### Claim 13 (depends on 11)

System of claim 11,
wherein the sensors are configured to sense at least one of a heart rate, a blood pressure, a pupil size and/or a sweating of the user; and
wherein the data processing circuitry is configured to determine the emotional state of the user based on one of the heart rate, a blood pressure, a pupil size and a sweating of the user.

### Claim 14 (depends on 11)

A game console configured to generate a virtual environment, wherein the game console comprises a system of claim 11 for adjusting the virtual environment using an emotional state of a user perceiving the virtual environment as non-intrusive input by the user to increase and/or not to break the user's immersive experience of the virtual environment.
