Patents by Inventor Chris O'Dowd
Chris O'Dowd has filed for patents to protect the following inventions. This listing includes patent applications that are pending as well as patents that have already been granted by the United States Patent and Trademark Office (USPTO).
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Patent number: 10854103Abstract: A wearable device conveys information to a user. The device includes a master soft circuit cell and a plurality of actuation soft circuit cells. These cells are physically interconnected to form a garment that is worn by a user and each of these cells includes an electrically non-conductive fabric covering. Each of the actuation cells is electrically connected to and operates under the control of the master cell. The master cell is configured to wirelessly receive actuation instructions and activate a combination of the actuation cells based on the received actuation instructions. Each of the actuation cells is configured to generate a particular actuation that is perceived by one or more senses of the user whenever the actuation cell is activated by the master cell. A system also conveys affective state information to a user.Type: GrantFiled: February 26, 2018Date of Patent: December 1, 2020Assignee: Microsoft Technology Licensing, LLCInventors: Chris O'Dowd, Asta Roseway, Mary Czerwinski, Meredith Morris, Michele A. Williams
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Patent number: 10821347Abstract: Virtual and augmented reality sports training environments are disclosed. A user interacts with virtual players in a simulated environment of a virtual reality sporting event. In some embodiments, the user's actions and decisions are monitored by the simulated environment. The environment evaluates the user's performance, and provides quantitative scoring based on the user's decisions and timing. Coaches and other users may design customized scenarios or plays to train and test users, and the resultant scores may be reviewed by the coach. In one application, real life pitchers and their pitching data are tracked and replicated in a simulated pitching environment. A team of users may practice against a simulation of a pitcher they are about to compete against, swinging at pitches that they would see in a real game. Such environments may maximize effective practice time for users, and help develop better players with improved decision-making skills.Type: GrantFiled: November 21, 2019Date of Patent: November 3, 2020Assignee: WIN REALITY, LLCInventors: Brendan Reilly, Yazhou Huang, Lloyd Churches, Chris O'Dowd, Sebastien Goisbeault, Mats Johansson
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Publication number: 20200086199Abstract: Virtual and augmented reality sports training environments are disclosed. A user interacts with virtual players in a simulated environment of a virtual reality sporting event. In some embodiments, the user's actions and decisions are monitored by the simulated environment. The environment evaluates the user's performance, and provides quantitative scoring based on the user's decisions and timing. Coaches and other users may design customized scenarios or plays to train and test users, and the resultant scores may be reviewed by the coach. In one application, real life pitchers and their pitching data are tracked and replicated in a simulated pitching environment. A team of users may practice against a simulation of a pitcher they are about to compete against, swinging at pitches that they would see in a real game. Such environments may maximize effective practice time for users, and help develop better players with improved decision-making skills.Type: ApplicationFiled: November 21, 2019Publication date: March 19, 2020Inventors: BRENDAN REILLY, YAZHOU HUANG, LLOYD CHURCHES, CHRIS O'DOWD, SEBASTIEN GOISBEAULT, MATS JOHANSSON
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Patent number: 10486050Abstract: Virtual and augmented reality sports training environments are disclosed. A user interacts with virtual players in a simulated environment of a virtual reality sporting event. In some embodiments, the user's actions and decisions are monitored by the simulated environment. The environment evaluates the user's performance, and provides quantitative scoring based on the user's decisions and timing. Coaches and other users may design customized scenarios or plays to train and test users, and the resultant scores may be reviewed by the coach. In one application, real life pitchers and their pitching data are tracked and replicated in a simulated pitching environment. A team of users may practice against a simulation of a pitcher they are about to compete against, swinging at pitches that they would see in a real game. Such environments may maximize effective practice time for users, and help develop better players with improved decision-making skills.Type: GrantFiled: May 6, 2019Date of Patent: November 26, 2019Assignee: WIN REALITY, LLCInventors: Brendan Reilly, Yazhou Huang, Lloyd Churches, Chris O'Dowd, Sebastien Goisbeault, Mats Johansson
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Publication number: 20190255419Abstract: Virtual and augmented reality sports training environments are disclosed. A user interacts with virtual players in a simulated environment of a virtual reality sporting event. In some embodiments, the user's actions and decisions are monitored by the simulated environment. The environment evaluates the user's performance, and provides quantitative scoring based on the user's decisions and timing. Coaches and other users may design customized scenarios or plays to train and test users, and the resultant scores may be reviewed by the coach. In one application, real life pitchers and their pitching data are tracked and replicated in a simulated pitching environment. A team of users may practice against a simulation of a pitcher they are about to compete against, swinging at pitches that they would see in a real game. Such environments may maximize effective practice time for users, and help develop better players with improved decision-making skills.Type: ApplicationFiled: May 6, 2019Publication date: August 22, 2019Inventors: BRENDAN REILLY, YAZHOU HUANG, LLOYD CHURCHES, CHRIS O'DOWD, SEBASTIEN GOISBEAULT, MATS JOHANSSON
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Patent number: 10300362Abstract: Virtual and augmented reality sports training environments are disclosed. A user interacts with virtual players in a simulated environment of a virtual reality sporting event. In some embodiments, the user's actions and decisions are monitored by the simulated environment. The environment evaluates the user's performance, and provides quantitative scoring based on the user's decisions and timing. Coaches and other users may design customized scenarios or plays to train and test users, and the resultant scores may be reviewed by the coach. In one application, real life pitchers and their pitching data are tracked and replicated in a simulated pitching environment. A team of users may practice against a simulation of a pitcher they are about to compete against, swinging at pitches that they would see in a real game. Such environments may maximize effective practice time for users, and help develop better players with improved decision-making skills.Type: GrantFiled: February 13, 2017Date of Patent: May 28, 2019Assignee: WIN REALITY, LLCInventors: Brendan Reilly, Yazhou Huang, Lloyd Churches, Chris O'Dowd, Sebastien Goisbeault, Mats Johansson
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Publication number: 20180182259Abstract: A wearable device conveys information to a user. The device includes a master soft circuit cell and a plurality of actuation soft circuit cells. These cells are physically interconnected to form a garment that is worn by a user and each of these cells includes an electrically non-conductive fabric covering. Each of the actuation cells is electrically connected to and operates under the control of the master cell. The master cell is configured to wirelessly receive actuation instructions and activate a combination of the actuation cells based on the received actuation instructions. Each of the actuation cells is configured to generate a particular actuation that is perceived by one or more senses of the user whenever the actuation cell is activated by the master cell. A system also conveys affective state information to a user.Type: ApplicationFiled: February 26, 2018Publication date: June 28, 2018Inventors: Chris O'Dowd, Asta Roseway, Mary Czerwinski, Meredith Morris, Michele A. Williams
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Patent number: 9934697Abstract: A wearable device conveys information to a user. The device includes a master soft circuit cell and a plurality of actuation soft circuit cells. These cells are physically interconnected to form a garment that is worn by a user and each of these cells includes an electrically non-conductive fabric covering. Each of the actuation cells is electrically connected to and operates under the control of the master cell. The master cell is configured to wirelessly receive actuation instructions and activate a combination of the actuation cells based on the received actuation instructions. Each of the actuation cells is configured to generate a particular actuation that is perceived by one or more senses of the user whenever the actuation cell is activated by the master cell. A system also conveys affective state information to a user.Type: GrantFiled: November 6, 2014Date of Patent: April 3, 2018Assignee: MICROSOFT TECHNOLOGY LICENSING, LLCInventors: Chris O'Dowd, Asta Roseway, Mary Czerwinski, Meredith Morris, Michele A. Williams
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Publication number: 20170151484Abstract: Virtual and augmented reality sports training environments are disclosed. A user interacts with virtual players in a simulated environment of a virtual reality sporting event. In some embodiments, the user's actions and decisions are monitored by the simulated environment. The environment evaluates the user's performance, and provides quantitative scoring based on the user's decisions and timing. Coaches and other users may design customized scenarios or plays to train and test users, and the resultant scores may be reviewed by the coach. In one application, real life pitchers and their pitching data are tracked and replicated in a simulated pitching environment. A team of users may practice against a simulation of a pitcher they are about to compete against, swinging at pitches that they would see in a real game. Such environments may maximize effective practice time for users, and help develop better players with improved decision-making skills.Type: ApplicationFiled: February 13, 2017Publication date: June 1, 2017Applicant: EON REALITY SPORTS, LLCInventors: BRENDAN REILLY, YAZHOU HUANG, LLOYD CHURCHES, CHRIS O'DOWD, SEBASTIEN GOISBEAULT, MATS JOHANSSON
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Publication number: 20160133151Abstract: A wearable device conveys information to a user. The device includes a master soft circuit cell and a plurality of actuation soft circuit cells. These cells are physically interconnected to form a garment that is worn by a user and each of these cells includes an electrically non-conductive fabric covering. Each of the actuation cells is electrically connected to and operates under the control of the master cell. The master cell is configured to wirelessly receive actuation instructions and activate a combination of the actuation cells based on the received actuation instructions. Each of the actuation cells is configured to generate a particular actuation that is perceived by one or more senses of the user whenever the actuation cell is activated by the master cell. A system also conveys affective state information to a user.Type: ApplicationFiled: November 6, 2014Publication date: May 12, 2016Inventors: Chris O'Dowd, Asta Roseway, Mary Czerwinski, Meredith Morris, Michele A. Williams