Enhancement of collective experience
The phenomenon of collective human experience in crowds and audiences is rooted in the thrill of sharing the experience with others in person. This invention enhances collective experience by providing a new kind of communal activity, overcoming the chief difficulty of prior communal activities that attempt to enable a crowd to collectively pursue a unified goal: namely the inability of the participants to sense or believe in their own contribution to the combined results. In this invention, the credibility gap is overcome by periodically limiting control to a selected group small enough to allow the audience to assess the contribution to gameplay. These gameplay focus changes can be made in immediate response to the live crowd behavior, endorsing the validity of the linkage between gameplay and audience movements. Identifying and switching between the smaller groups and the larger groups during continuous gameplay demonstrates and confirms the impression of active control by the group members.
1. Field of the Invention
The present invention relates to a method for interactive audience participation at a live spectator event and also relates to an apparatus that is used at a live spectator event in connection with interactive audience participation.
2. Description of Prior Art
Modern public entertainment facilities for arena games represent substantial capital investments that include municipal, state and federal support and are therefore often dependant on the approval of the citizenry from which the attending audiences are drawn.
The provision of compelling and satisfying diversions for a constituent audience is at the root of the enterprise of arena games and has a long history with prehistorical underpinnings.
Revenue generated by ticket sales can be very large for some events and multiple events compete for a paying audience requiring close attention to the value of the experience offered by fee charging providers.
Audience approval of their experience at arena games and other spectator events can be increased by providing experiences with additional audience interaction such as can, in one example, be elicited by cheerleading.
Another popular audience interaction is called the “audience wave,” a phenomenon that commonly occurs at sporting events, and sometimes in other large crowds. This “wave” is a coordinated sequence of physical actions taken by the audience in which a group of spectators lying along a radial line extending outward from the sport field all stand up and raise their arms and then return again to a normal seated posture as the neighboring group of spectators takes their turn to stand up. This phenomenon is described in the publication Nature of September 2002.
The interactions present in both of the preceding examples tap into an existing crowd energy and demonstrate an appetite and demand for organized group activities at audience events. However these are spontaneously or loosely organized activities that do not include the more engaging attributes of a compelling ongoing goal directed effort and furthermore these activities are not readily receptive to paid sponsorship.
The properties of ongoing goal directed interactive experience are well known elements of computer video games. A computer video game format with a prominent display can also allow associated branding and sponsorship materials to be included along with the game content being shown.
Modern audience assembly venues are often equipped with large, high output displays that are well suited for computer game playing. Consequently several inventors have attempted to enable the inclusion of video game methods using these large displays as an integral part of audience interaction at spectator events.
These inventors have set forth methods that acquire interaction signals from assembled audiences and that incorporate these signals with large displays through the intervention of computer games sequenced according to the audience interaction.
The following existing inventions have been advanced in the pursuit of a common purpose which is to enable game playing by assembled audiences so that the enjoyment value of the game is heightened by sharing the collective efforts and reactions of a large number of members playing games together.
In this first example of prior art please consider the patent of Rider, et al., U.S. Pat. No. 6,257,982 that teaches a way for seated members of an audience in a motion picture theatre to interactively participate in a single video game projected onto the theater screen, each seated user station having a manual input device connected to a game server by game controlling communication links. According to U.S. Pat. No. 6,257,982 these links can be made using installed wiring which may have a cost advantage over wireless links.
Kagan et al. (U.S. Pat. No. 5,618,045) disclose a system of multiple hand held playing devices that communicate over a wireless local area network to allow multiple players to play the same game. The several individual wireless playing devices communicate with a single wireless controller to enable the game scenario to unfold on a large display.
Another method (Inselberg, U.S. Pat. No. 6,650,903) discloses a system of multiple hand held playing devices that communicate over a wireless local area network to allow multiple players to play the same game, which further includes a promotional message on the hand held playing device.
The use of a wireless controller device has the advantage that no wires need be run; however this method can have the disadvantage of cost with transmitters and receivers generally costing more than wiring and also suffers from the attendant potential loss of transmitters handed out to members of an audience.
Another disclosure (Carpenter, U.S. Pat. No. 5,365,266) seeks to reduce encumbrance by using an electronically passive handheld signaling device that is surveyed photographically. This does not require providing wiring and controls to individual seats, nor does it require distributing wireless controllers to audience members. It does however require distributing a signaling device to the audience members who must then learn how to operate the device. The operation of the device involves manually rotating it to cause one side or the other to be visible to the camera. While this is not overly difficult for most people to achieve, it has the disadvantage that it does not include a recognizable and intuitive analogous expression in the form of normal human body movement, such as, for instance, leaning left to indicate left does express as an analogous body movement. This method of signaling with handheld paddles has a further disadvantage of requiring the production and distribution, and in some cases, the retrieval of the signaling devices from the audience members.
Another disclosed invention (Dannenberg, et al. U.S. Pat. No. 5,993,314) eliminates individual encumbrances by using microphones to collect and aggregate audience feedback in the form of audible commands. One disadvantage of this method is that by eschewing a visual component as input control for audience interaction this method is not well suited to visually representing an audience as they are engaging in the playing of the game nor is it suited to generating marketable entertainment content depicting the game being played.
This preceding Dannenberg method allows audible control by groups or sections separated by general location. While each person has the ability to transmit parameters by voicing responses, the microphones have a limited ability to isolate these responses one from another. Therefore each person does not have the ability to estimate their individual contribution to the playing of the game.
Yet another disclosure (ICMI 2002 publication, authors Maynes-Aminzades, Pausch, Seitz) describes using a remote camera to acquire photographic templates of the audience configuration and comparing these to imagery of the ongoing audience configuration in motion to extract signals that actuate gameplay. In the previously mentioned article the authors state: “ . . . our technique does not uniquely identify each member of the audience” and “audience members have uneven degrees of control since people closer to the camera have a more pronounced effect on the game.” They further state: “ . . . but since the audience is unaware of the imbalance, in our experience it has little effect on the quality of each players experience.” This statement points to the primary disadvantage of this system, being that an audience member can not determine what contribution, if any, that audience member makes to the playing of the game.
These same shortcomings limit the invention set forth by Bejan, et al. in U.S. Pat. No. 5,465,384. That method allows movie theaters to show films that sequence the story plot progression under the control of tabulated selections made by audience members using pistol gripped signaling devices. Interfilm in relation with SONY used this technology to present interactive films called I'm Your Man and Mr. Payback. The online magazine Salon in a Mar. 21, 1997 review of this technology reports that Interfilm's efforts were seen to be marred by production quality defects, and more irreparably this method of providing an interactive game for audiences suffers from inherent shortcomings in the method of interaction, namely that as in the previous example there is no way for an audience member to determine what part of the aggregated or tabulated interaction, if any, they are responsible for.
The background for the present invention just previously discussed shows in summary that the prior inventions have disadvantages that present impediments to the commercial acceptance and to the successful adoption of interactive audience games.
All prior proposals known to this inventor suffer from one or both of the following limiting factors: 1) the burden of expensive and logistically undesirable elements; 2) the inability of the playing audience to determine whether they are in actual fact controlling the game or whether they are being exposed to prerecorded game sequences with sham interaction.
OBJECTS AND ADVANTAGESBesides the objects and advantages of the present invention described elsewhere in this patent, several objects and advantages of the present invention are:
a) to provide an interactive game for audiences with no practical limit to the number of simultaneously contributing members;
b) to provide an interactive game for audiences requiring no special equipment for the participants;
c) to provide an interactive game for audiences enabling audience members to control the game with their body movement linked to an interactive game control;
d) to provide an interactive game for audiences that shows the operation of the interactive method by presenting both the body movement and the resulting gameplay of a subdivision of the audience so as to validate a perceived linkage of interactive control;
e) to provide an interactive game for audiences where playing members can be automatically graded and selected into subdivisions on the basis of the quality of their play during the ongoing game being played by the lager audience;
f) to provide an interactive game for audiences that can include tournament play featuring progressive selection of some and elimination of other game playing members;
g) to provide an interactive game for audiences that generates several forms of imagery, including imagery of participating audience movements and imagery of the resulting gameplay, that presented together can provide visual programming content for commercialized use as other forms of media;
g) to provide an interactive game for audiences in which the imagery provided with the game depicts both the controlling body movement and the resulting gameplay which can together provide programming content commercialized for use by other forms of media;
h) to provide an interactive game for audiences that includes branded and sponsored elements as a part of the displayed game materials;
i) to provide an interactive game for audiences with an enjoyment value that is protected from the perception of sham interaction.
Further objects and advantages of the invention are to provide a game which can be played by an assembled audience that controls the gameplay progress by changing their body positions and using a game controlling computer that selects subdivisions of the audience and assigns game control to an audience subdivision, while indicating to the larger audience those members of the subdivision that are actively controlling the game, while displaying the result of the gameplay controlled by the active subdivision.
Still further objects and advantages will become apparent from a consideration of the ensuing figures and descriptions.
DRAWING FIGURESIn the drawings closely related figures have the same number but with different alphabetical suffixes.
In accordance with the present invention this method of gameplay comprises: 1) audience assembly 2) computer game playing that is controlled by the body movement of subdivisions of audience members 3) displays showing game progress 4) displays highlighting the selected subdivisions of audience members that actively control gameplay.
Description—FIGS. 1 to 8
A typical embodiment of the present invention is diagrammed in
The first step in the process of producing the gameplay according to the present invention is accomplished using one or more of the elements depicted in
The ticket of
Crowd control devices (
The present invention can include ticketed seating assignments(23) for specific locations(81) within the active gameplay this invention provides(84). In the preferred embodiment the attraction shown in
In similar fashion the message communicated by the television in
These different technologies act in concert and are aligned together so that spectators perceive these two elements as having physical interactions including interfering with or bouncing off of each other.
These nine partial areas taken together provide tiled coverage of image data acquired from audience members using a video camera illustrated in
This ideal gameplay data is equivalent to the audience movement data that would result in the most advantageous gameplay results if performed as input to gameplay by game playing audience members. This data is called GQFREF. This data is compared to the audience movement data belonging separately to each of the partial areas labeled with ref. no.s (108) through (116), thereby generating nine ideal gameplay quality ratings called accordingly GQF1 through GQF9.
It should be noted here that the shape of these partial areas, which are in this one example of quadrilateral shape and of equal area, can also be advantageously both irregular or unequal. Shape irregularity can have the advantage of eliminating low value image data from the movement data calculations; area inequality can have the advantage of correcting for imbalances in the camera perspective.
The preferred embodiment includes a software module that builds a selected audience subdivision by examining and grouping together similar motions and positions according to the values of GQF1 through GQF9. In the illustration of
The present invention provides a correspondence between sets of points bounding the image data and sets of points bounding audience seating. In
It is important to an understanding of the present invention that the rectangularly shaped selected subdivision shown in this preferred embodiment can advantageously take an irregular form, including holes, gaps, and fragments. In the case of an irregular subdivision it should not be so irregular nor so dispersed as to forbid the demarcation or indication of those audience members constituting the active subdivision shown in (93) of
The irregularly shaped highlighting of selected audience members can be achieved in a way that displays the matching shape of an irregular subdivision. For example, the light projection used to highlight the selected audience subdivision shown in
The display(93) of
An irregular subdivision can be displayed on a rectangular screen at times according to this invention if it is properly fit to the rectangular format by performing centering and cropping actions using applicable and well known statistical and mathematical tools. Familiar centering techniques include finding: center of mass; center of moment; center of bounding box. Familiar cropping techniques include: percent onscreen; minimum density per unit of screen space; and largest screen filling selection.
It is fully anticipated in the preferred embodiment of this invention that the subdivisions and sections shown in
The inventor is aware that the differences in spatial location between the camera of
This invention provides reconciliation and alignment of three geometrical conditions, namely: 1) seating locations, 2) audience camera perspectives, and 3) audience highlighting devices. These linked cross format mappings are an important component of the preferred embodiment, and are achieved by executing familiar camera viewpoint and 3D data-set alignment techniques. These familiar techniques also include performing calibrations in advance of the gameplay execution.
In the prior applications of these familiar alignment and calibration procedures, no usage known to this inventor has conceived of using these techniques to perform an alignment between selected audience subdivisions active in gameplay with visible displays showing or highlighting those audience members currently active in gameplay, and further including the possibility of achieving a spatial concordance with assigned audience member seating locations.
When the side-by-side gameplay content and active audience subdivision display illustrated in
In the preferred embodiment of this invention a modification is made to the previously described familiar procedure of showing the audience to itself on video. Here the video content can be flipped left to right on the screen as it is displayed in front of the audience, in this way an impression is created more akin to a mirror that can be seen as presenting a reversed image. This enables natural audience interaction where leaning left results in a display that moves left.
Camera output data acquired from the audience is used as input for gameplay control and this acquired image data may at times also be suitable for contributing visual content that displays the active subdivision of audience members to themselves and others, showing the active selected subdivision currently controlling gameplay.
However, the cameras acquiring audience image data are, in the preferred embodiment, set at fixed locations to facilitate advance calibration. In the most economic implementation of audience-driven gameplay control acquisition the cameras are of a resolution just suitable for acquiring the required motion data.
A large stadium may need many cameras to provide coverage for a great multitude of members, and the many cameras and associated processing hardware required are under economic constraints. For these fixed cameras to be capable of a resolution that exceeds that required for crowd position and motion detection in order to provide a cropped video subsection with an image quality acceptable by contemporary broadcast standards will expense to the camera elements.
A built-in distributed array of economical audience cameras as shown within the bounds of (85) in
In the present invention we create a three way concordance of a) the audience member subdivisions active in gameplay, b) that are aligned to displays indicating the currently active audience members, and c) that are further aligned to audience seating locations.
The imaging and display systems used to perform the steps of this invention shown in
The dynamic change of focus that the present invention brings to audience gameplay, which represents a significant advancement of the field, is made possible by the linkage of several different windowing contexts as described above. The efficiency of the preferred embodiment is such that, using currently available technology, dynamic real-time subdivisions of gameplay are practical. The present invention allows interactive audience gameplay that can switch context, zoom in, and jump around an assembled audience.
Conclusion, Ramifications, and Scope
Accordingly, the reader will see that the gameplay with illustrated active subdivision during hands free interaction of an assembled audience, that constitutes this invention, can be used to provide entertainment to audiences of any size, and can be used without distributed signaling devices or manually operated controls. In addition, when the gameplay is performed according to this invention the attendees have confidence in the veracity of the interactive linkage between the players and the game which is an essential component of true game play. Furthermore, this invention has the additional advantages that:
-
- it is a natural extension of activities familiar to a typical attendee, such as cheering, and requires no special equipment to be supplied for the participating attendee;
- it provides intuitive control using steering and veering body motion that does not require extensive explicit orientation to master;
- it provides dynamic activity among the game playing attendees that gives additional entertainment value for both playing and nonplaying spectators observing the activity as well as for those viewing the event remotely;
- it permits ancillary commercially sponsored content to be displayed alongside or integrated with compelling gameplay content;
Although the above description contains many specifics, these should not be construed as limiting the scope of the invention but rather as providing illustrations of some of its presently preferred embodiments.
For example requesting attendance by means of a broadcast by television (
The scope of the invention should be determined by the appended claims and their legal equivalents, rather than by the examples given.
Claims
1. A way of producing gameplay is introduced such that an audience is assembled and controls computer games according to audience body movement and the audience members view the resulting gameplay on displays, wherein the improvement consists of selecting a subdivision of audience members and assigning gameplay control to the selected subdivision while displaying indications depicting which members have been selected through subdivision to control gameplay, comprising:
- a) means for assembling an audience whereby such means are selected from the group consisting of 1) means for providing tickets for assigned seating 2) means for providing admittance to an enclosed area 3) means for promoting attendance at a place and time 4) means for attracting an audience with enticing displays
- b) means for acquiring photographic sequential audience image data from the assembled audience
- c) means for processing said audience image data into audience movement data
- d) means for executing gameplay according to said movement data
- e) means for displaying said gameplay
- f) means for selecting for gameplay control a subdivision of said audience
- g) means for indicating the members of the selected audience subdivision that are operational in controlling gameplay
- whereby an audience operates gameplay by changing body position, and the operation of the interactive linkage is validated.
2. The method of claim 1 wherein the audience assembly step includes coincident sports events selected from the group consisting of football, basketball, hockey, soccer, gymnastics, baseball, tennis.
3. The method of claim 1 with gameplay coaching provided to the audience.
4. The method of claim 1 with template comparison for deriving audience motion data.
5. The method of claim 1 with spatially correlated vector tracking for deriving audience motion data.
6. The method of claim 1 where the gameplay display includes paid sponsorship elements.
7. The method of claim 1 where selection is by graded quality of gameplay.
8. A method of game playing such that an assembled audience operates computer games according to audience body movement and the audience members are shown the progress of the game on displays, wherein the improvement consists of selecting a subdivision of audience members and assigning game control to the subdivision while displays indicate the members of the subdivision controlling the game, comprising:
- a) assembling an audience
- b) providing a computer processor
- c) providing means for camera imaging of the assembled audience that generates data in digital form
- d) processing by computer processor said audience image data into movement data
- e) executing gameplay according to said movement data
- f) displaying said gameplay
- g) selecting a subdivision of said movement data
- h) indicating which audience members are operational in the selected subdivision of movement data
- whereby an audience operates games by changing body position, and the operation of the interactive linkage is validated.
9. The method of claim 8 wherein the audience assembly step includes coincident sports events selected from the group consisting of football, basketball, hockey, soccer, gymnastics, baseball, tennis.
10. The method of claim 8 with gameplay coaching provided to the audience.
11. The method of claim 8 with template comparison for deriving audience motion data.
12. The method of claim 8 with spatially correlated vector tracking for deriving audience motion data.
13. The method of claim 8 where the gameplay display includes paid sponsorship elements.
14. The method of claim 8 where selection is by graded quality of gameplay.
Type: Application
Filed: Apr 24, 2006
Publication Date: Nov 16, 2006
Inventor: Thomas Brigham (New York, NY)
Application Number: 11/409,681
International Classification: A63F 9/24 (20060101);