Virtual reality content development environment

A computer-implemented content development environment enables creation of interactive characters and other digital assets for use in various types of 3D content. In this context, 3D content generally may refer to any type of content (e.g., short films, video games, educational content, simulations,...

Ausführliche Beschreibung

Gespeichert in:
Bibliographische Detailangaben
Hauptverfasser: Sanocki, Tom, Burke, Natalie, Collins, Jonathen
Format: Patent
Sprache:eng
Schlagworte:
Online-Zugang:Volltext bestellen
Tags: Tag hinzufügen
Keine Tags, Fügen Sie den ersten Tag hinzu!
container_end_page
container_issue
container_start_page
container_title
container_volume
creator Sanocki, Tom
Burke, Natalie
Collins, Jonathen
description A computer-implemented content development environment enables creation of interactive characters and other digital assets for use in various types of 3D content. In this context, 3D content generally may refer to any type of content (e.g., short films, video games, educational content, simulations, etc.), including VR content that can be consumed by viewers using one or more types of VR devices. In many instances, 3D content may be generated using visualization and/or input mechanisms that rely on VR equipment, including one or more three dimensional, computer-generated environments (either real or fantastical) that a viewer can explore using VR devices in similar fashion to how the viewer might explore the real world. For example, a viewer may use a head-mounted display (HMD) device, various motion detecting devices, and/or other devices to simulate the experience of exploring a landscape. One or more different types of VR devices may be used to simulate various sensory experiences including sight, motion, touch, hearing, smell, etc.
format Patent
fullrecord <record><control><sourceid>epo_EVB</sourceid><recordid>TN_cdi_epo_espacenet_US10551993B1</recordid><sourceformat>XML</sourceformat><sourcesystem>PC</sourcesystem><sourcerecordid>US10551993B1</sourcerecordid><originalsourceid>FETCH-epo_espacenet_US10551993B13</originalsourceid><addsrcrecordid>eNrjZNAPyywqKU3MUShKTczJLKlUSM7PK0nNK1FISS1LzckvyAWxU_PKMovy80BsHgbWtMSc4lReKM3NoOjmGuLsoZtakB-fWlyQmJyal1oSHxpsaGBqamhpaexkaEyMGgCQbSv-</addsrcrecordid><sourcetype>Open Access Repository</sourcetype><iscdi>true</iscdi><recordtype>patent</recordtype></control><display><type>patent</type><title>Virtual reality content development environment</title><source>esp@cenet</source><creator>Sanocki, Tom ; Burke, Natalie ; Collins, Jonathen</creator><creatorcontrib>Sanocki, Tom ; Burke, Natalie ; Collins, Jonathen</creatorcontrib><description>A computer-implemented content development environment enables creation of interactive characters and other digital assets for use in various types of 3D content. In this context, 3D content generally may refer to any type of content (e.g., short films, video games, educational content, simulations, etc.), including VR content that can be consumed by viewers using one or more types of VR devices. In many instances, 3D content may be generated using visualization and/or input mechanisms that rely on VR equipment, including one or more three dimensional, computer-generated environments (either real or fantastical) that a viewer can explore using VR devices in similar fashion to how the viewer might explore the real world. For example, a viewer may use a head-mounted display (HMD) device, various motion detecting devices, and/or other devices to simulate the experience of exploring a landscape. One or more different types of VR devices may be used to simulate various sensory experiences including sight, motion, touch, hearing, smell, etc.</description><language>eng</language><subject>AMUSEMENTS ; CALCULATING ; CARD, BOARD, OR ROULETTE GAMES ; COMPUTING ; COUNTING ; ELECTRIC COMMUNICATION TECHNIQUE ; ELECTRIC DIGITAL DATA PROCESSING ; ELECTRICITY ; GAMES ; GAMES NOT OTHERWISE PROVIDED FOR ; HUMAN NECESSITIES ; IMAGE DATA PROCESSING OR GENERATION, IN GENERAL ; INDOOR GAMES USING SMALL MOVING PLAYING BODIES ; PHYSICS ; SPORTS ; TRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHICCOMMUNICATION ; VIDEO GAMES</subject><creationdate>2020</creationdate><oa>free_for_read</oa><woscitedreferencessubscribed>false</woscitedreferencessubscribed></display><links><openurl>$$Topenurl_article</openurl><openurlfulltext>$$Topenurlfull_article</openurlfulltext><thumbnail>$$Tsyndetics_thumb_exl</thumbnail><linktohtml>$$Uhttps://worldwide.espacenet.com/publicationDetails/biblio?FT=D&amp;date=20200204&amp;DB=EPODOC&amp;CC=US&amp;NR=10551993B1$$EHTML$$P50$$Gepo$$Hfree_for_read</linktohtml><link.rule.ids>230,308,780,885,25564,76547</link.rule.ids><linktorsrc>$$Uhttps://worldwide.espacenet.com/publicationDetails/biblio?FT=D&amp;date=20200204&amp;DB=EPODOC&amp;CC=US&amp;NR=10551993B1$$EView_record_in_European_Patent_Office$$FView_record_in_$$GEuropean_Patent_Office$$Hfree_for_read</linktorsrc></links><search><creatorcontrib>Sanocki, Tom</creatorcontrib><creatorcontrib>Burke, Natalie</creatorcontrib><creatorcontrib>Collins, Jonathen</creatorcontrib><title>Virtual reality content development environment</title><description>A computer-implemented content development environment enables creation of interactive characters and other digital assets for use in various types of 3D content. In this context, 3D content generally may refer to any type of content (e.g., short films, video games, educational content, simulations, etc.), including VR content that can be consumed by viewers using one or more types of VR devices. In many instances, 3D content may be generated using visualization and/or input mechanisms that rely on VR equipment, including one or more three dimensional, computer-generated environments (either real or fantastical) that a viewer can explore using VR devices in similar fashion to how the viewer might explore the real world. For example, a viewer may use a head-mounted display (HMD) device, various motion detecting devices, and/or other devices to simulate the experience of exploring a landscape. One or more different types of VR devices may be used to simulate various sensory experiences including sight, motion, touch, hearing, smell, etc.</description><subject>AMUSEMENTS</subject><subject>CALCULATING</subject><subject>CARD, BOARD, OR ROULETTE GAMES</subject><subject>COMPUTING</subject><subject>COUNTING</subject><subject>ELECTRIC COMMUNICATION TECHNIQUE</subject><subject>ELECTRIC DIGITAL DATA PROCESSING</subject><subject>ELECTRICITY</subject><subject>GAMES</subject><subject>GAMES NOT OTHERWISE PROVIDED FOR</subject><subject>HUMAN NECESSITIES</subject><subject>IMAGE DATA PROCESSING OR GENERATION, IN GENERAL</subject><subject>INDOOR GAMES USING SMALL MOVING PLAYING BODIES</subject><subject>PHYSICS</subject><subject>SPORTS</subject><subject>TRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHICCOMMUNICATION</subject><subject>VIDEO GAMES</subject><fulltext>true</fulltext><rsrctype>patent</rsrctype><creationdate>2020</creationdate><recordtype>patent</recordtype><sourceid>EVB</sourceid><recordid>eNrjZNAPyywqKU3MUShKTczJLKlUSM7PK0nNK1FISS1LzckvyAWxU_PKMovy80BsHgbWtMSc4lReKM3NoOjmGuLsoZtakB-fWlyQmJyal1oSHxpsaGBqamhpaexkaEyMGgCQbSv-</recordid><startdate>20200204</startdate><enddate>20200204</enddate><creator>Sanocki, Tom</creator><creator>Burke, Natalie</creator><creator>Collins, Jonathen</creator><scope>EVB</scope></search><sort><creationdate>20200204</creationdate><title>Virtual reality content development environment</title><author>Sanocki, Tom ; Burke, Natalie ; Collins, Jonathen</author></sort><facets><frbrtype>5</frbrtype><frbrgroupid>cdi_FETCH-epo_espacenet_US10551993B13</frbrgroupid><rsrctype>patents</rsrctype><prefilter>patents</prefilter><language>eng</language><creationdate>2020</creationdate><topic>AMUSEMENTS</topic><topic>CALCULATING</topic><topic>CARD, BOARD, OR ROULETTE GAMES</topic><topic>COMPUTING</topic><topic>COUNTING</topic><topic>ELECTRIC COMMUNICATION TECHNIQUE</topic><topic>ELECTRIC DIGITAL DATA PROCESSING</topic><topic>ELECTRICITY</topic><topic>GAMES</topic><topic>GAMES NOT OTHERWISE PROVIDED FOR</topic><topic>HUMAN NECESSITIES</topic><topic>IMAGE DATA PROCESSING OR GENERATION, IN GENERAL</topic><topic>INDOOR GAMES USING SMALL MOVING PLAYING BODIES</topic><topic>PHYSICS</topic><topic>SPORTS</topic><topic>TRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHICCOMMUNICATION</topic><topic>VIDEO GAMES</topic><toplevel>online_resources</toplevel><creatorcontrib>Sanocki, Tom</creatorcontrib><creatorcontrib>Burke, Natalie</creatorcontrib><creatorcontrib>Collins, Jonathen</creatorcontrib><collection>esp@cenet</collection></facets><delivery><delcategory>Remote Search Resource</delcategory><fulltext>fulltext_linktorsrc</fulltext></delivery><addata><au>Sanocki, Tom</au><au>Burke, Natalie</au><au>Collins, Jonathen</au><format>patent</format><genre>patent</genre><ristype>GEN</ristype><title>Virtual reality content development environment</title><date>2020-02-04</date><risdate>2020</risdate><abstract>A computer-implemented content development environment enables creation of interactive characters and other digital assets for use in various types of 3D content. In this context, 3D content generally may refer to any type of content (e.g., short films, video games, educational content, simulations, etc.), including VR content that can be consumed by viewers using one or more types of VR devices. In many instances, 3D content may be generated using visualization and/or input mechanisms that rely on VR equipment, including one or more three dimensional, computer-generated environments (either real or fantastical) that a viewer can explore using VR devices in similar fashion to how the viewer might explore the real world. For example, a viewer may use a head-mounted display (HMD) device, various motion detecting devices, and/or other devices to simulate the experience of exploring a landscape. One or more different types of VR devices may be used to simulate various sensory experiences including sight, motion, touch, hearing, smell, etc.</abstract><oa>free_for_read</oa></addata></record>
fulltext fulltext_linktorsrc
identifier
ispartof
issn
language eng
recordid cdi_epo_espacenet_US10551993B1
source esp@cenet
subjects AMUSEMENTS
CALCULATING
CARD, BOARD, OR ROULETTE GAMES
COMPUTING
COUNTING
ELECTRIC COMMUNICATION TECHNIQUE
ELECTRIC DIGITAL DATA PROCESSING
ELECTRICITY
GAMES
GAMES NOT OTHERWISE PROVIDED FOR
HUMAN NECESSITIES
IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
INDOOR GAMES USING SMALL MOVING PLAYING BODIES
PHYSICS
SPORTS
TRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHICCOMMUNICATION
VIDEO GAMES
title Virtual reality content development environment
url https://sfx.bib-bvb.de/sfx_tum?ctx_ver=Z39.88-2004&ctx_enc=info:ofi/enc:UTF-8&ctx_tim=2025-01-01T21%3A04%3A41IST&url_ver=Z39.88-2004&url_ctx_fmt=infofi/fmt:kev:mtx:ctx&rfr_id=info:sid/primo.exlibrisgroup.com:primo3-Article-epo_EVB&rft_val_fmt=info:ofi/fmt:kev:mtx:patent&rft.genre=patent&rft.au=Sanocki,%20Tom&rft.date=2020-02-04&rft_id=info:doi/&rft_dat=%3Cepo_EVB%3EUS10551993B1%3C/epo_EVB%3E%3Curl%3E%3C/url%3E&disable_directlink=true&sfx.directlink=off&sfx.report_link=0&rft_id=info:oai/&rft_id=info:pmid/&rfr_iscdi=true