Abstract:
An apparatus, method and system facilitate efficient creation of virtual places and provide tools for using the virtual places. The virtual places include a virtual real estate listing, newsworthy place and a virtual box seat. Tools are provided including an automatic declutter tool and a staging tool.
Abstract:
Systems, devices and methods for managing information about living beings and/or objects are disclosed. The systems and methods of the present invention comprise operably coupling together at least two Digital Person Devices, gathering data about living beings and/or objects with one or more of the Digital Person Devices, analyzing and/or identifying the data gathered, and sharing at least a portion of the data between one or more of the Digital Person Devices so as to improve qualities and/or the quantity of available data to the devices, and/or to reduce the power, performance and/or bandwidth required by one or more of the Digital Person Devices. In some embodiments, the systems and methods also comprise operably coupling a digital professor device to the Digital Person Devices, wherein the Digital Professor Device manages the gathering of data, and/or the storing, analyzing, identifying and/or exchanging of the gathered data.
Abstract:
A method for managing a multi-user animation platform is disclosed. A three-dimensional space within a computer memory is modeled. An avatar of a client is located within the three-dimensional space, the avatar being graphically represented by a three-dimensional figure within the three-dimensional space. The avatar is responsive to client input commands, and the three-dimensional figure includes a graphical representation of client activity. The client input commands are monitored to determine client activity. The graphical representation of client activity is then altered according to an inactivity scheme when client input commands are not detected. Following a predetermined period of client inactivity, the inactivity scheme varies non-repetitively with time.
Abstract:
In a multi-participant modeled virtual reality environment, avatars are modeled beings that include moveable eyes creating the impression of an apparent gaze direction. Control of eye movement may be performed autonomously using software to select and prioritize targets in a visual field. Sequence and duration of apparent gaze may then be controlled using automatically determined priorities. Optionally, user preferences for object characteristics may be factored into determining priority of apparent gaze. Resulting modeled avatars are rendered on client displays to provide more lifelike and interesting avatar depictions with shifting gaze directions.
Abstract:
A multi-instance, multi-user animation platform includes a plurality of modeled parallel dimensions in a computer memory. Each of the parallel dimensions may be an independent model of a physical, three-dimensional space having corresponding features such that the parallel dimensions are recognizable as counterparts to each other. Avatars are located within corresponding ones of the parallel dimensions so as to prevent over-population of any one of the parallel dimensions by avatars. Avatars are animated within different ones of the parallel dimensions using input from respective users to provide virtual-reality data. A common space is modeled in the computer memory configured in relation to the plurality of parallel instances so that an object located inside the common space is visible from viewpoints located inside each of the plurality of parallel instances. Remote clients may output an animated display of a corresponding one of the parallel dimensions and avatars therein.
Abstract:
A multi-instance, multi-user animation platform includes a plurality of modeled parallel dimensions in a computer memory. Each of the parallel dimensions may be an independent model of a physical, three-dimensional space having corresponding features such that the parallel dimensions are recognizable as counterparts to each other. Avatars are located within corresponding ones of the parallel dimensions so as to prevent over-population of any one of the parallel dimensions by avatars. Avatars are animated within different ones of the parallel dimensions using input from respective users to provide virtual-reality data. A common space is modeled in the computer memory configured in relation to the plurality of parallel instances so that an object located inside the common space is visible from viewpoints located inside each of the plurality of parallel instances. Remote clients may output an animated display of a corresponding one of the parallel dimensions and avatars therein.
Abstract:
A multi-instance, multi-user animation platform includes a plurality of modeled parallel dimensions in a computer memory. Each of the parallel dimensions may be an independent model of a physical, three-dimensional space having corresponding features such that the parallel dimensions are recognizable as counterparts to each other. Avatars are located within corresponding ones of the parallel dimensions so as to prevent over-population of any one of the parallel dimensions by avatars. Avatars are animated within different ones of the parallel dimensions using input from respective users to provide virtual-reality data. A common space is modeled in the computer memory configured in relation to the plurality of parallel instances so that an object located inside the common space is visible from viewpoints located inside each of the plurality of parallel instances. Remote clients may output an animated display of a corresponding one of the parallel dimensions and avatars therein.
Abstract:
Systems, devices and methods for altering sensory perceptions are disclosed. The systems and methods of the present invention comprise operably coupling at least one device for capturing sensory data to a computing device, identifying the captured data, querying at least one data base to identify desired behaviors and/or outcomes, querying the same data base or other data bases to identify and/or calculate modified, enhanced and/or virtual sensory data likely to achieve the desired behaviors or outcomes, generating modified, enhanced and/or virtual sensory data, and substituting the altered sensory data in real or near real time for the sensory data. The present invention advantageously alters sensory perceptions to promote health, ease patient's fears and allow safe performance of medical procedures, promote personal and public safety, and improve the success of military mission and operations.
Abstract:
Methods, systems and devices that provide a therapeutic solution to alleviate the pain and discomfort of phantom limb syndrome are disclosed. The methods and systems of the present invention generally comprise capturing data from recording devices operably coupled to a processor and/or computing device, the recording devices configured to capture data associated with intact portions of a missing limb, one or more intact limbs and/or portions of the environment surrounding the missing limb, identifying the data captured, generating a three-dimensional virtual image of the missing limb and the surrounding environment from the data captured, and displaying the three-dimensional virtual image and the portions of the surrounding environment to the amputee such that the missing limb appears intact. The present invention advantageously provides a therapeutic and more immediate solution to alleviate the pain and discomfort from phantom limb syndrome.
Abstract:
A gaming apparatus, method and system enables communication between members of a social group using machines belonging to the system. Members of a social group are thereby enable to share benefits from members' participation or winnings, by altering operation of gaming machines in use by member of the social group. A license to a progressively increasing portion of an audio-video work may be awarded in response to continuing game play by one or more members of the social group.