20240029365. IDENTIFYING DEVICES IN A MIXED-REALITY ENVIRONMENT simplified abstract (Sony Interactive Entertainment Europe Limited)

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IDENTIFYING DEVICES IN A MIXED-REALITY ENVIRONMENT

Organization Name

Sony Interactive Entertainment Europe Limited

Inventor(s)

Pedro Federico Quijada Leyton of London (GB)

David Erwan Damien Uberti of London (GB)

Lloyd Preston Stemple of London (GB)

Aron Giuseppe Visciglia of London (GB)

IDENTIFYING DEVICES IN A MIXED-REALITY ENVIRONMENT - A simplified explanation of the abstract

This abstract first appeared for US patent application 20240029365 titled 'IDENTIFYING DEVICES IN A MIXED-REALITY ENVIRONMENT

Simplified Explanation

The patent application describes a computer-implemented method that involves using a gaming device in a mixed-reality setting to provide a user experience. The method includes identifying a gaming device in the real-world environment, identifying an object in proximity to the gaming device, and initiating an activity related to the object based on a virtual part of the mixed-reality setting.

  • The method involves using a gaming device in a mixed-reality setting.
  • The gaming device is identified in the real-world environment.
  • An object in proximity to the gaming device is identified.
  • An activity related to the object is initiated based on a virtual part of the mixed-reality setting.

Potential applications of this technology:

  • Gaming: This technology can enhance the gaming experience by allowing users to interact with real-world objects in a virtual setting.
  • Education: It can be used in educational settings to create immersive learning experiences where students can interact with virtual objects related to their lessons.
  • Training: This technology can be used for training purposes, such as simulating real-world scenarios and allowing trainees to interact with virtual objects.

Problems solved by this technology:

  • Limited interaction: This technology allows users to interact with real-world objects in a virtual setting, providing a more immersive and interactive experience.
  • Lack of realism: By incorporating real-world objects into the virtual setting, this technology enhances the realism of the user experience.
  • Engagement: This technology can increase user engagement by providing interactive activities related to real-world objects.

Benefits of this technology:

  • Enhanced user experience: Users can enjoy a more immersive and interactive experience by interacting with real-world objects in a virtual setting.
  • Versatility: This technology can be applied to various fields, including gaming, education, and training.
  • Realism: By incorporating real-world objects, this technology enhances the realism of the mixed-reality setting.


Original Abstract Submitted

a computer-implemented method includes identifying a gaming device in a real-world environment, the gaming device providing a user experience to a user in a mixed-reality setting, identifying an object in the real-world environment in proximity to the gaming device, and initiating an activity relating to the object based on a virtual part of the mixed-reality setting.