||l|||llllllillllllllllllllllIIIIllllllllllllllllllllllllllllllllllllllllll USOO5368309A United States Patent [19] [11] [45] Monroe et a1. [54] METHOD AND APPARATUS FOR A VIRTUAL VIDEO GAlVIE [57] Calif. [51] Int. Cl.5 .............................................. .. A63F 9/22 U.S. C1. .................................. .. 273/437; 273/434; [58] Field of Search ..... .. 273/433, 434, 437, DIG. 28, 273/DIG. 28; 345/7; 345/9; 353/30; 359/630 The invention is directed to an interactive video game whereby players sit opposite each other and view the game and each other through a semi-transparent image can be apparently suspended between two players. The surface on which the image is displayed has suf?cient transparency to allow each player to see the other player along with the image. Thus, the players can 630, 629 interact during play allowing for a more enhanced re ward in the experience. The effect could be further enhanced by the use of stereo glasses and a stereo-pair of images on the display such that the players see 3-D images on the playing “surface.” To further enhance the interactive experience, the virtual images are substan tially coincident so that when one player looks up from Hector ...................... .. 273/DIG. 28 the action in the game to see the opponent, the oppo nent’s eyes are looking at roughly the same spot in space 273/310, 312, 313, 316, 85 G; 345/1, 4, 7, 8, 9, 37, 38, 87; 353/28, 30, 37; 359/471, 472, 477, References Cited U.S. PATENT DOCUMENTS 4/1978 ABSTRACT Up Displays (HUDs). Using opposing HUDs, an image May 14, 1993 [52] 4,084,194 Nov. 29, 1994 generated in real-time through the use of a ?rst-surface re?ection. The present invention uses opposing Heads [21] Appl. No.: 62,304 [56] 5,368,309 Attorney, Agent, or Firm-Hecker & Harriman [75] Inventors: Marshall Monroe; David Fink, both of Glendale, Calif. [73] Assignee: The Walt Disney Company, Burbank, [22] Filed: Patent Number: Date of Patent: 4,189,145 2/ 1980 Stubben et a1. 4,306,76812/1981 4,568,080 2/1986 Eggmg ....... .. Yokoi ..... .. 4,879,603 11/1989 Berman ...... .. 273/DIG. 28 where the ?rst player perceives the action to be. Thus, the present invention yields more direct communication . 358/242 between players, as well as an enhanced experience. 272/8 M The present invention yields additional applications 4,973,951 11/1990 Shigeta et al. ................ .. 340/717 5,190,286 3/ 1993 Wantanabe et a1. ...... .. 273/DIG. 28 5,221,083 6/1993 Dote ......................... .. 273/DIG. 28 such as where each player sees any number of images which correspond to the image of the “opponent,” or “electronic painting” applications. Other games can 4,971,312 11/1990 Weinreich FOREIGN PATENT DOCUMENTS 2306737 2212572 take advantage of the fact that the image is superim posed on the opponent such as trying new facial fea tures or clothing. 6/1989 Japan . 4/1990 Japan . Primary Examiner-Jessica .1. Harrison 16 Claims, 13 Drawing Sheets M405 MON/TOR MON/TOR \ /‘1 BLACK momma/v0 LINE OF I ‘ SIGHT / '1 ,' 1‘ 707A’ / \ 07A 7 DISPLAY \ BLACK BACKGROUND U.S. Patient Nov. 99, 1994 10 sheet 9 of 19 / H54D5-UP DISPLAY 5,368,309 101A’ 701/4 -\ FIG. 7B ' HEW-UP DISPLAY 707B \/ / “/ SET UP TABLE PIECE / 202 / 204 M405 . GENERATOR fzzz r 205 .. > f 200 . 3 . ARROW ‘x 0R/G/M4L [IMGE 270 / fzoa MONITOR MON/TOR IMAGE 2,6 / HEADS~UP DISPIAY /214 ._ 222\ mm “ HEADS up DISPLAY F/G. 24 W U.S. Paient Nov. 29, 1994 Sheet 3 of 13 204 5,368,309 / 200 ARROW ORIGINAL IMAGE /214 HEADS UP DISPLA Y IAMGE 202 / 204 IMAGE GENERATOR / 200 r206.“ ARROW /-212 ORIGINAL IMAGE 210 1 / / 208 MON/TOR MON/7'OR IMAGE 216 / 204 /214 HEADS— UP OISPIA Y ARROW a HEADS UP DISPLA Y IMAGE US. Patent Nov. 29, 1994 Sheet 4 of 13 _ 5,368,309 202 / 204 was ._ GENERATOR /226 / 205 ' f 200 j“ ' ' F .. ARROW ‘x ORIGINAL IMAGE 228 [m5 / /-224 INVERTER ' " 222$“ -\ f 230 wvmrw IMAGE 210 1 Z /-208 MON/TOR 222\ mm ? MON/TOR IMAGE 276 / 204 HEADS-UP DISPLAY . ARROW .. _. . . . ' f 214 . *\ HEADS UP DISPLAY M465 F/G. 20 U.S. Pat-cut 1909991994 99899 5 of 13 5,368,309 PLAYER B F16‘. 3A US. Paient Nov. 29, 1994 Sheet 8 of 13 5,368,309 PLAYER B FI6‘. 30 US. Paient QE BQ Nov. 29, 1994 Sheet 9 of 13 5,368,309 lQwRMmWgMxN? 30% .rl:F iL 6Ev US. Patent m 3m Ex Ex w 3m Nov. 29, 1994 Sheet 10 of 1s 5,368,309 US. Patent Nov. 29, 1994 Sheet 11 0f 13 5,368,309 m9%3m i%s;< $£5; 5%.<‘ $55%; 3m NE < 582is; 35% 5% @?a Q5 5%: 1.6% @BQE §§ ism3§9%[email protected] $5Em5%ERtat3Ea U.S. Pat_ent Nov. 99, 1994 9191111 01 19 5,368,309 HEADS -UP DISPLAY / FRONT SURFACE _ \ BACK / SURFACE SINGLE REFLECTION FIG. 6A FIG. 9B DISPLAY / FRONT ‘ SURFACE FRONT SURFACE REFLECTION \ BACK / , SURFACE BACK SURFACE REFLECTION SHADOW _ EFFECT U.S. Patdent mm Nov. 29, 1994 .aEimGs:Q ESQE Sheet 13 of 13 5,368,309 Ii O Oil 0.1. 1.0 0.1 . O 0 0O .wSamnm <5.3 m32vQm m‘GE #3 HES. 1 5,368,309 video game use. The device is for viewing from one side METHOD AND APPARATUS FOR A VIRTUAL VIDEO GAME only, or side by side viewing. A heads up display system with holographic disper sion correction is described in Hartman, U.S. Pat. No. BACKGROUND OF THE INVENTION 1. FIELD OF THE INVENTION This invention relates to the ?eld of virtual video games. 5 4,613,200. The invention uses a grating device attached to a windshield and a second grating device under the dash. The device appears to be tuned to be optimized for a driver. A stereoscopic display that provides alternating left 2. BACKGROUND ART 10 and right images to create the illusion of depth is de Many existing entertainment or amusement games scribed in Pund, U.S. Pat. No. 4,649,425. The display is rely on a conventional CRT display (“television” dis for viewing from one direction only. play). A player’s point of view is trained on the televi A re?ected display is described in Japan 147422 to sion display. It is dif?cult for a player to divert attention Kuwayama. One party can simultaneously view display to anything other than the display unless the diversion 15 information and a party opposite a display screen. Un requires only a minimal perspective change. For exam ple, a player would have dif?culty remaining attentive to a video game display and making eye contact with another individual unless that individual’s face was in close proximity to the video display. Some games provide a multiple player mode. In mul tiple player mode, players either alternate “turns” in interacting with the game, or the players sit “side-by side” and compete against each other, or cooperate like the present invention, the purpose of Kuwayama is to prevent the second party from viewing the displayed information. Such a scheme precludes “see through” viewing by two opposing viewers. An illusion apparatus is described in Weinreich, U.S. Pat. No. 4,971,312. This scheme permits a human viewer to appear to interact with a display such as a television or monitor. A double sided display of dot matrix LED or LCD against a common opponent. Whether the players are 25 display units is described in Shigeta, U.S. Pat. No. competing against one another or cooperating against a 4,973,951. The scheme is not related to video displays. The opposing displays are not see through, but rather common opponent, it is not possible to see the expres opaque members are disposed between the displays. sions on each other’s faces or determine the position of the other player’s line of sight. Because the players sit side-by-side when using prior A heads up display for an automobile or other mov ing vehicle is described in Roberts, U.S. Pat. No. players can’t directly experience the reactions of their 5,005,009. The invention is not related to video games. Yamamura, JP-18588, describes a two direction heads up display device. Viewers on either side of a glass. opponents or partners. panel can see independent images with virtually no art games, direct human interaction is unavailable. Thus, conventional video games are lacking in that For example, Berman, U.S. Pat. No. 4,879,603, pro 35 cross-talk between the images. There is no discussion of vides a way for adjacent users to view different images on a heads up display. The system uses circular polar ization to project multiple images. By using appropriate ?lters (e.g. eyeglasses), each user sees only one of the projected images. viewing both displayed images and the opposing viewer simultaneously, or matching the images to provide coin cident “points of interes ” of the projected images. Harris, U.S. Pat. No. 5,115,228, describes a shuttered display panel that is viewable from the front and the back simultaneously. A see through display that can be viewed from both the front and back, e.g. a vacuum ?uorescent display, is provided. When it is desired to show different images to the front and back users, an 45 image is generated for the front viewer while the rear acts as a re?ector and transmitter is positioned between shutters are closed. A second image is generated for the Ricker, U.S. Pat. No. 4,535,354, provides a method for projecting a pair of stereoscopic pictures that can be seen in three dimensions. Two projection images are projected onto a focusing screen. A beam splitter that an observer and the focusing screen, or between the source images and the focusing screen. The system can be adapted for multiple users if they are located laterally to each other. There is no discussion of opposing views in Ricker. Breslow, U.S. Pat. No. 4,710,873, describes a video game apparatus for capturing an image of a user, digitiz ing the image, and incorporating the image into the rear viewer while the front shutters are closed. A video game that matches video display with user speech is described in Edelstein, U.S. Pat. No. 5,149,104. A method for superimposition of projected and three dimensional objects is described in Lunde, U.S. Pat. No. 4,738,522. The system provides a method for using a beam splitter to combine the movement of an actor on a three dimensional set with a projected image. The beam video game itself. A camera is included in the cabinetry 55 splitter is provided in front of the three dimensional set. of the video game and is used for image capture. The A recorded or live image is projected onto the beam captured image is displayed on a prior art type video display. Rebane, U.S. Pat. No. 3,857,022, provides a system including a positioning table that provides a signal rep splitter, forming a combined image. The projected image appears to interact with the three dimensional set pieces. SUMMARY OF THE INVENTION An image can be projected onto the touch screen from The invention is directed to an interactive video behind, if the screen is translucent, or from the front, if game whereby players sit opposite each other and view the screen is opaque. the game and each other through a semi-transparent Yokoi, U.S. Pat. No. 4,589,659, is directed to a liquid 65 image generated in real-time through the use of a ?rst resentative of the position of a pen touched to a screen. crystal display that projects an image onto a mirror for viewing. The scheme permits an LCD display to be surface re?ection. The present invention uses opposing Heads-Up Displays (HUDs). A HUD is composed of a folded to a compact size and is suitable for portable transparent, partially reflective material (e. g., glass, 3 5,368,309 acrylic (Plexiglas), or polycarbonate (Lexan)). A HUD The invention is directed to an interactive video is placed in an angular position and serves as a “beam game whereby players sit opposite each other and view splitter” such that the image is, in essence, superim posed on the objects behind the image. Many types of interactive experiences are possible with the present image. The image is generated in real-time through the the game and each other through a semi-transparent use of a ?rst-surface re?ection. The present invention uses opposing Heads-Up Displays (HUDs). Many types invention including video games and fashion and data visualizations. Using opposing HUDs, a virtual image can be appar ently suspended between two players. The HUD sur face has suf?cient transparency to allow each player to see the other player along with the image. Thus, the players can interact during play allowing for a more realistic and rewarding experience. The effect could be of interactive experiences are possible with the present invention including video games and fashion and data visualizations. The present invention allows an image to appear to be suspended between two players. The HUD has suffi cient transparency to allow each player to see the other further enhanced by the use of stereo glasses and a stereo-pair of images on the display such that the play 5 player along with the image. Thus, the players can interact during play allowing for a more competitive and realistic experience. ers see 3-D images on the playing “surface.” FIG. 1A illustrates a layout for the present invention using two players. It should be noted that even though virtual images are substantially coincident so that when only two players are illustrated, the present invention one player looks up from the action in the game to see can be adapted to accommodate multiple players. the opponent, the opponent’s eyes are looking at 20 In FIG. 1A, the two players are sitting opposite each roughly the same spot in space where the first player other and each is positioned in front of a HUD. A HUD perceives the action to be. The present invention pro is composed of a transparent, partially re?ective mate vides the ability to rotate the images seen by the players rial (e.g., glass, acrylic (Plexiglas), or polycarbonate such that the opposing images have the same orienta (Lexan)). The HUD is placed in an angular position and tion. Thus the lines of sight for each of the opposing 25 serves as a “beam-splitter” such that the image and players is the same. opposing player are composited into one. The image is, The present invention yields more direct communica in essence, superimposed on the opponent. To further enhance the interactive experience, the The superimposition provided by the present inven tion between players, as well as an enhanced experi ence. Other games can take advantage of the fact that tion yields more direct communication, as well as an the image is superimposed on the opponent such as 30 enhanced experience. superimposition creates addi trying new facial features or clothing. tional applications such as where each player sees any number of images which correspond to the image of the BRIEF DESCRIPTION OF THE DRAWINGS FIG. 1A illustrates a layout for the present invention using two players. “opponen ,” or “electronic painting” applications. 35 FIG. 1B illustrates a setup piece. FIG. 2A illustrates an image at each stage of progres sion from its generation to its display on the HUD for Other games can take advantage of the fact that the image is superimposed on the opponent such as trying new facial features or clothing. The effect of the present invention could be further enhanced by the use of stereo glasses and a stereo-pair of images on the display such that the players see 3-D viewing by a player. FIG. 2B illustrates the inversion capability of the 40 images on the playing “surface.” present invention. Heads-Up Display Position FIG. 2C illustrates a method of providing the correct orientation using hardware. Referring to FIG. 1A, an original image is provided FIG. 2D illustrates the process for inverting an origi nal image using software. FIGS. 3A-3D illustrate four different pairs of result ing images using the present invention. FIG. 4 illustrates a technique to optimize the dimen sions of a HUD and the virtual video imaging of the present invention. FIGS. 5A and 5B illustrate techniques for inverting the original image. by an image source (e.g., video game or animated dis 45 play). The original image is displayed on a monitor positioned overhead. Even though the monitor is shown above the HUD in FIG. 1A, it should be noted that a monitor can be positioned in any location (e.g., below the HUD) such that the image can be re?ected off of the HUD). To preserve the virtual video effect, the monitors may be obscured from the direct line of sight of the players. This can be accomplished by any number of FIGS. 6A and 6B relate to the shadow effect of ?rst and second surface re?ections. devices such as micro-louvers, baffles or polarizers. FIG. 7 illustrates a table that represents the four pairs 55 Further, the image can be displayed on a monitor with of resulting images of FIGS. 3A-3D. a black background, so that the players don’t perceive a complete, full-?eld virtual image. DETAILED DESCRIPTION OF THE To ensure that the virtual image does not appear INVENTION faded or washed out, a dark backdrop of background A method and apparatus for a virtual video game is 60 can be placed behind each player. This will eliminate described. In the following description, numerous spe surrounding light that can fade the virtual image. The ci?c details are set forth in order to provide a more thorough description of the present invention. It will be backdrop can be a dark shade such as black. The image displayed on the monitor is a re?ected from the HUD to a player. This display technique is present invention may be practiced without these spe 65 used for each player. Thus, each player sees the game cific details. In other instances, well-known features through their respective HUDs. Each HUD has an have not been described in detail so as not to obscure angular orientation relative to the “line-of-sight” of the the invention. viewer such that each player can view the displayed apparent, however, to one skilled in the art, that the 5 5,368,309 image and an opposing player with virtually no line of sight modi?cation for either player. Thus, each provides a “beam-splitter” capabil ity to allow a player to see two images composited into one. The two images are the dimensional (or “re ”) one of the “opponent” and the “virtual” one of the game display which is actually a first-surface re?ection of the monitor overhead. The virtual image appears to the observing player to be beyond the HUD. As illustrated in FIG. 1A, player A sees a virtual image 101A approximately midway between player A and player B. Player B sees virtual image 101B approximately midway between the two players. This is for purposes of example only. The im ages could be substantially coincident with each other, but that is not required. If desired, the virtual images could “appear” much closer to the viewing player or further away from the viewing player. In fact, the im (i.e., Base 408), or decrease as it moves away from Base 408. Thus, given the desired dimension of the virtual video image (i.e., base 408), the distance of the player from the virtual image (i.e., vertex), a Display Triangle is identi?ed. The angular orientation of the HUD (i.e., 45°) dictates the relative positions of Top and Bottom. A HUD is drawn within the Display Triangle at a 45° angle, and Monitor 404 is positioned above the HUD’s position. This provides the optimal virtual video image ages could appear to “cross”, as illustrated by virtual images 101A’ and 101B’. It appears that virtual image 101A’ is “behind” virtual image 101B’. Of course, the images do not actually cross, but rather the apparent 6 of monitor). Monitor 404 is located above HUD 406 by projecting Top via Line 400 toward Monitor 404, and projecting Bottom via Line 402 toward Monitor 404. Alternate HUD locations 410 illustrate the dimen sional changes to the HUD as the angular orientation remains constant and Top and Bottom points are varied along Side A and Side B, respectively. As can be seen, the length of the HUD will increase as the HUD’s posi tion moves closer to the base of the Display Triangle 20 for the present invention. Second Surface Re?ection Preferably, a re?ected image should appear as illus Further, the virtual image appears to the observing trated in FIG. 6A. However, re?ective surfaces (e.g., player to be suspended in space. To reinforce a player’s 25 HUD) can produce a shadow effect that is caused by notion that the image is suspended in space, setup pieces the re?ection from a ?rst surface (e.g., front side) and a can be positioned within the plane of view. These setup second surface (e. g., back side). FIG. 6B illustrates the pieces can extend from a surface (e.g., table) via a sup shadow effect caused by the re?ections from the front porting element. The support structure of a setup piece and back surfaces. The present invention provides the will therefore be in contrast with the perceived lack of ability to minimize the shadow effect by placing a de support for the HUD image. This will further support a gree of coating on the front and back surfaces. This player’s notion that the HUD image is suspended in anti-re?ection feature of the present invention is op space. tional, and augments the virtual video imaging provided spatial location of the image changes. Figure 1B provides an example of a setup piece. The by the present invention. However, the other features of set up is comprised of a vertical piece affixed to the 35 the present invention may be used in the absence of the table and two horizontal pieces curved at both ends. anti-re?ection feature. This gives a sense of structure and depth. The set up In the preferred embodiment of the present invention, piece can be seen while viewing the virtual images a coating with approximately an 18-20% re?ectivity is 101A, 101A’, 101B, or 101B’. The vertical piece is at placed on the front surface of the HUD and a coating tached to the table surface, and the horizontal pieces are 40 with approximately 1% re?ectivity is used for the back attached from the vertical rod. Unlike the virtual im surface of the HUD. This virtually eliminates the shad ages, the horizontal pieces are not suspended in space. owing effect in FIG. 6B and results in the re?ection This further reinforces a player’s perception that the illustrated in FIG. 6A. virtual images are suspended in space. The dimensions of the HUD and location of the mon 45 itor can be determined based on the desired dimension of the virtual video image, the HUD angular orientation and the HUD’s distance from the player. FIG. 4 illus trates a technique that optimizes the dimensions of a HUD and location of the monitor thereby optimizing the virtual video effect of the present invention. Re?ection Process Referring to FIG. 1A, the HUD re?ects the image displayed on the Monitor and the image’s re?ection is viewed by a player. Therefore, the image re?ected onto the HUD and viewed by a player is the inverse (i.e., the 50 left and right of the image displayed on the monitor. If the monitor’s image has the same orientation as the The Display Triangle establishes the framework for original image (i.e., original image produced by an determining the HUD’s dimensions and monitor loca image generator), the image viewed by a player is the tion. Base 408 of the display triangle is equal to the inverse of the original image. This process of re?ection length of the desired virtual video image. The vertex of 55 impacts the graphical, textual, and control elements of the display triangle represents the position of a player’s the present invention. point of view relative to base 408. The sides of the To further illustrate the re?ection process, FIG. 2A display triangle (i.e., Side A and Side B) are formed by depicts an image at each stage of progression from its generation to the image’s re?ection from the HUD for connecting each end of the base to the vertex. HUD 406 is placed somewhere within the display triangle such that Top (i.e., upper edge of the HUD) is positioned somewhere along or outside Side A and Bottom (i.e., bottom edge of the HUD) is positioned review by a player. Original image 200 is provided by image generator 202. The image can be comprised of both graphic and textual symmetrical or asymmetrical components. FIG. 2A illustrates an asymmetrical somewhere along or outside Side B. Top and Bottom graphical component (i.e. arrow) 204, and text 206 (i.e., are positioned along Side A and Side B respectively 65 “ARROW”). Arrow 204 points from left to right and such that the vector formed by Top and Bottom repre text 206 appears in the lower left corner of the image. sents the HUD with an angular positioning of forty-?ve Original image 200 is transmitted to Monitor 210 via degrees (45 °) relative to the horizontal plane (e. g., plane line 212. Monitor Image 208, contains arrow 204 and 5,368,309 7 a re?ection of the original image. Player B’s perspective is illustrated by viewing the Figure from the bottom of the ?gure toward the top of the ?gure while .player A’s perspective is from the top down. Looking at the ?gure text 206 and is identical to Original Image 200. HUD re?ects the image displayed on Monitor 210. HUD Image 214 is the image of Original Image 200 seen by a player. As canbe seen, HUD Image 214 is the inverse of Original Image 200. HUD Image 214 is a re?ection of Monitor Image 208. Thus, arrow 220 is the inverse of from Player B’s perspective, player B’s resulting image is a re?ection of player B’s Monitor Image. The arrow in the monitor image is pointing from left to right, how ever the arrow in the resulting image is pointing from the HUD, and the inverted arrow 220 points from right the players’ right to the players’ left. Similarly, the to left. 10 textual components in the resulting image are the in arrow 204 and text 222 is the inverse of text 204. The inverted text 222 appears in the lower right corner of Since the end result of the re?ection process is the inverse of the original, the re?ection process effects the control elements of the present invention. Referring to FIG. 2A, the HUD Image is an inverse of the Original verse of the text in the monitor image. Player A’s perspective can be viewed from the top of from the joystick. arrow from the arrow’s head to its base. However, as can be seen in B’s monitor image, a scan of monitor the ?gure looking toward the bottom. Like player B, player A views a resulting image that is the inverse of Image. Someone viewing the HUD Image will believe the A’s monitor image. Since the monitor images are the that a movement from arrow head to the base of the same as the original image, the resulting images are the arrow head is a movement from left to right. However, inverse of the original image. Thus, the textual elements such a movement is actually a movement from right to viewed by each player are in inverse order. left in the original image. Therefore, when the HUD Further, the graphical elements are in the resulting Image is the inverse of the original image, the control 20 images are the inverse of the original in, age. For exam elements of the present invention must compensate for ple, when player B views the arrow in the resulting this incongruity such as inverting the signals received image from the left to right, B will be scanning the Reflection Compensation The compensation capabilities provided by the pres 25 ent invention are based on the resulting image seen by a player. For example, one embodiment of the present invention provides the ability to invert the original image (i.e., as well as the original image) from left to right scans the arrow’s base to its head. Thus, player B’s directional orientation is the inverse of the original image’s directional orientation Therefore, when B is image such that the original image and the HUD image pointing to the right-hand side of the resulting image, B will actually be pointing to the left-hand side of the are identical. FIG. 2B illustrates this inversion process. original image. The graphic and textual components in Original Image . Original/Original 200 and HUD Image 214 have the same orientation. Thus, the HUD image viewed by a player has the same FIG. 3A illustrates an example where the textual orientation as the original image provided by the image generator (e.g., video game). That is, the player will see components in both of the resulting images is inverted. arrow 204 and text 206. The following is a discussion of Thus, the text is difficult to read. FIG. 3B provides an illustration of player A and B’s various images seen by two players (i.e., A and B) and resulting images where both players’ resulting images possible compensation techniques that may be needed have the same orientation as the original image (i.e., the for each. monitor images are the inverse of the original image and The table of FIG. 7 illustrates four possible pairs of the resulting images are the inverse of the monitor im resulting images that can be generated using the present age). As in FIG. 3A, Player B’s perspective is illustrated invention, depending on operations performed on the by viewing the FIG. from the bottom up while player graphic elements of the original image, on the text of A’s perspective is from the top down. the original image, and on the control elements. Col 45 Because the resulting images are the same as the origi umns 3A-3D correspond to the examples of FIGS. nal image, the graphical and textual elements in the 3A-3D respectively. The entries in the row titled"‘re resulting images have the same orientation has in the sulting image” indicate the image seen by each player A original image, and the textual components can be read and B. For example, the entry in the row titled “result from left to right. Further, the players’ graphical com ing image” in column 3A is “re?ection/re?ection”. ponents have the same orientation as in the original This means that each player sees a re?ection of the original image. . image. ‘ Re?ection/Original The entries in the row titled “graphical elemen ” indicate operations performed on the graphical portion of the original image. A straight line indicates that no FIG. 3C provides an illustration of player A and B’s 55 operation is performed on the graphical portion. A pair of arrows indicates that an inverting operation is per formed. Similarly, for the rows entitled “control ele ments” and “textural elements”, a straight line means that no operation is performed and arrows indicate an 60 resulting images where one players’ resulting image (player A) is a re?ection of the original image and the other players’ (player B) resulting image is a re?ection of the inverse of the original image. Player B’s perspec tive is illustrated by viewing the Figure from the bot tom of the sheet containing the Figure toward the top of the sheet. Player A’s perspective is illustrated by view Each of the con?gurations of columns 3A-3D are ing the Figure from the top of the sheet containing the described below in conjunction with FIGS. 3A-3D Figure toward the bottom of the sheet. respectively. Looking at the Figure from Player B’s perspective, 65 player B’s resulting image is a re?ection of player B’s Re?ection/Re?ection Monitor Image, an inverse of the original image. The FIG. 3A provides an illustration of player A and B’s arrow in the monitor image is pointing from right to resulting images where both player’s resulting image is left, however the arrow in the resulting image is point inverting operation. 9 5,368,309 ing from the players’ left to the players’ right. The tex tual components in the monitor image are inverted, but appear as normal readable text in the resulting image to Monitor 210 and inverted as it is output on Monitor seen by Player-QB. Player A views a resulting image that is the inverse of the A’s monitor image. Since the monitor image is the 210. Monitor 210 inverts Original Image 200 to produce Monitor Image 208 comprised of arrow 220 and text 222 (i.e., the inverse of arrow 204 and text 206, respec tively). HUD 216 re?ects Monitor Image 208 to pro duce HUD Image 214 (i.e., a re?ection of Monitor Image 208). Since HUD Image 214 is a re?ection of Monitor Image 208 and Monitor Image 208 is the in verse of Original Image 200, HUD Image 214 is the inverse of Monitor Image 214 and has the same orienta tion as Original Image. Thus, HUD Image 214 is com same as the original image, the resulting image is the inverse of the original image. Thus, the textual elements viewed by player A are in inverse order. However, as can be seen in FIG. 3C, the graphic images are coinci dent. That is, when the players are looking at the same action point (e. g. the point of the arrow), each player is looking at substantially the same location. Modi?ed Original/Original prised of arrow 204 and text 206. 15 Software Image Manipulation FIGS. 3A and 3B illustrate a situation where each player will be viewing the graphical elements of their respective images from a different orientation. Refer~ ring to FIG. 3B, when player B looks at the head of the arrow in B’s resulting image, B’s line of sight will be directed toward the left side of the B’s resulting image and the right side of A’s resulting image (i.e., from A’s perspective). However, when player A looks at the 10 to scan the image provided by Image Generator 202 in reverse order. Thus, Original Image 200 is transmitted The present invention can also be implemented such 20 that the inversion process is manipulated using software (e.g., digital video editor or computer). FIG. 2D illus trates the process for inverting Original Image 200 using software. Image Generator 202 provides Image 200 comprised of arrow 204 and text 206. Original Image 200 is transmitted to Image Inverter 228 via 226. head of the arrow in A’s resulting image, A’s line of Image Inverter 228 inverts Original Image 200 to pro sight will be directed toward the left side of A’s result 25 duce Inverted Image 224. ing image and the right side of B’s resulting image (i.e., Inverted Image 224 is comprised of arrow 220 and from B’s perspective). The present invention can be text 222 (i.e., the inverse of arrow 204 and text 206). used in this manner, however, when play is concen Inverted Image 224 is transmitted to Monitor 210 via trated on one side of the resulting images, each player 230 and is output as Monitor Image 208. Monitor Image will appear to the other to be looking at the wrong side 30 208 and Inverted Image 224 are identical. HUD 216 of the image. re?ects Monitor Image 208 to produce HUD Image 214 (i.e., a re?ection of Monitor Image 208). Since HUD Image 214 is a re?ection of Monitor Image 208 and Monitor Image 208 is the inverse of Original Image 200, HUD Image 214 is the inverse of Monitor Image 214 FIG. 3D provides an illustration of player A and B’s resulting images where player B’s resulting image is the same as the original image, (i.e., B’s monitor image is the inverse of the original image and B’s resulting image is the inverse of the monitor image). However, the graphi and has the same orientation as Original Image 200. cal and textual components of the original image are Thus, HUD Image 214 is comprised of arrow 204 and treated differently to yield player A’s resulting image. text 206. The graphical components (i.e., arrow in FIGS. 3A—D) in the original image are not inverted before 40 they are viewed by player A. Thus, A’s resulting image contains graphical components that are the inverse of Character Inversion FIG. 3D illustrates that text components can be posi original image, and can be read from left to right. The operations performed on the two monitor images tioned such that the position of opposing, like compo nents are coincident (i.e., positional coincidence). How ever, the letters within like text components (e. g., “AR ROW” in FIG. 3D) are not coincident. Thus, the letter “A” in the “ARROW”. text component of player A’s resulting image is not coincident with the letter “A” in the same text component of player B’s resulting image results in resulting images that provide coincident lines (i.e., order coincidence). the original image. However, the textual components in the original image are inverted prior to appearing on player A’s monitor image. Thus, A’s resulting image contains text that has the same orientation as in the of sight. It is as though one player is viewing the virtual image from the opposite side from the side being viewed by the other player. This is best illustrated by folding the ?gure in half horizontally. By doing so, it 45 Complete coincidence (positional and order coinci dence) results in the letters of one of the “ARROW” components being in reverse order, and results in the text being difficult to read. To achieve complete coinci can be seen that the graphical components (e.g., the tips dence for both the text and the graphics components, of the arrowheads) and the textual components in both 55 the text components of an image can be addressed inde of the resulting images are apparently coincident. Thus, pendent of the graphic components. It can be seen, both players will appear to the other to be looking at the however, that complete coincidence of text components same area within the virtual image. will effect the readability of the text component for one of the players. Hardware Image Manipulation The inversion can be performed using either hard ware or software alternatives. FIG. 2C illustrates a method of providing the correct orientation using hard ware. The Image Generator 202 provides image 200 A determination of whether to make a textual compo nent absolutely coincident in opposing images and to sacri?ce the readability of the text can be dependent on the purpose of the text. For example, text that is consid ered to be supplemental or informational (e.g., score with arrow 204 and text m6. Image 200 is transmitted to 65 tally) does not have to be completely coincident. In Monitor 210 via communication line 212. The polarity of the coils in Monitor 210 are reversed to perform a backwards scan. A backwards scan causes Monitor 210 such an instance, positional coincidence will be suf? cient to maintain the virtual video characteristics of the present invention. Information or supplemental text is 11 5,368,309 12 not considered to be part of the action and, therefore, the readability of such text is more important than abso a second re?ecting means for re?ecting said second inverted image toward a second viewer, said ?rst and second viewers positioned opposed to one lute coincidence. another. A small percentage of textual components may be 7. An apparatus of claim 6 such that said ?rst inver considered integral to the perceived action. A still 5 sion means inverts said text and graphic components of smaller percentage of text components will be of such said visual output and said second inversion means in dimension that the coincident line of sight of the present verts said text components of said visual output. invention may be impacted. In this instance, both posi 8. An apparatus of claim 6 such that said second in tional and order coincidence may be needed. That is, version means inverts said text and graphic components integral text that is of such a dimension to affect the line of said visual output and said ?rst inversion means in of sight can be displayed in reverse order such that each verts said text components of said visual output. component of the text is aligned with the same compo 9. A display comprising: control means for controlling input and effecting visual output; nent in the opposing image. Using a software inversion technique, such text can be individually addressed to achieve order coincidence. Thus, complete coincident will be achieved and the line of sight maintained. a ?rst display means for displaying a ?rst image of said visual output; Thus, a method and apparatus for a virtual video a second display means for displaying a second image game whereby players sit opposite each other and view the game and each other through a semi-transparent image generated in real-time through the use of a ?rst 20 surface re?ection has been provided. We claim: 1. A display comprising: control means for controlling input and effecting 25 visual output; a ?rst display means for displaying a ?rst image of said visual output; a second display means for displaying a second image of said visual output such that said second image is 30 inverted; of said visual output such that said second image is inverted; a ?rst re?ecting means for re?ecting said image from said ?rst display means toward a ?rst viewer; and a second re?ecting means for re?ecting said image from said second display means toward a second viewer; wherein said ?rst viewer receives a ?rst composite image comprising an opposing image of said sec ond viewer and said re?ected image from said ?rst re?ecting means, said second viewer receiving a second composite image comprising an opposing image of said ?rst viewer and said re?ected image from said second re?ecting means. 10. The apparatus of claim 9 wherein said second re?ecting means is positioned opposite said ?rst re?ect a ?rst re?ecting means for re?ecting said image from said first display means toward a ?rst viewer; and a second re?ecting means for re?ecting said image toward a second display means toward a second ing means and said ?rst re?ecting means is in the ?eld of view of said second viewer and said second re?ecting opposed to one another. means is in the ?eld of view of said ?rst viewer. 2. The apparatus of claim 1 wherein said second re 11. The apparatus of claim 10 wherein said graphical ?ecting means is positioned opposite said ?rst re?ecting component of said second image is reversed and said means and said ?rst re?ecting means is in the ?eld of 40 textual component of said ?rst and second images is view of said second viewer and said second re?ecting reversed. means is in the ?eld of view of said ?rst viewer. 12. The apparatus of claim 10 wherein said graphical 3. The apparatus of claim 2 wherein said graphical component of said ?rst image is reversed and said tex component of said second image is reversed and said tual component of said ?rst and second images is re textual component of said ?rst and second images is 45 versed. reversed. 13. The apparatus of claim 9 wherein said image is 4. The apparatus of claim 2 wherein said graphical composed of graphical and textual components. component of said ?rst image is reversed and said tex 14. An apparatus for providing coincident lines of tual component of said ?rst and second images is re sight in opposing views comprising: versed. control means for controlling input and generating 5. The apparatus of claim 1 wherein said image is visual output with a plurality of graphic and text viewer, said ?rst and second viewers positioned composed of graphical and textual components. components; 6. An apparatus for providing coincident lines of a ?rst inverting means for generating a ?rst inverted sight in opposing views comprising: image of said visual output; control means for controlling input and generating 55 visual output with a plurality of graphic and text components; a ?rst inverting means for generating a ?rst inverted a second display means for displaying said second a ?rst display means for displaying a ?rst image of inverted image of said visual output; said ?rst inverted image; a second inverting means for generating a second inverted image of said visual output; a second display means for displaying said second inverted image of said visual output; said ?rst inverted image; a second inverting means for generating a second inverted image of said visual output; image of said visual output; a ?rst re?ecting means for re?ecting said ?rst in~ verted image from said ?rst display means toward a ?rst viewer; and a ?rst display means for displaying a ?rst image of 65 a ?rst re?ecting means for re?ecting said ?rst in verted image from said ?rst display means toward a ?rst viewer; and a second re?ecting means for re?ecting said second inverted image toward a second viewer; wherein said ?rst viewer receives a ?rst composite image comprising an opposing image of said sec ond viewer and said re?ected image from said ?rst
* Your assessment is very important for improving the work of artificial intelligence, which forms the content of this project
advertisement