throbber

`JDM/008 CON3
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`N THE UNITED STATES PATENT AND TRADEMARK OFFICE
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`Jeffrey D. Mullen
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`NOT YET ASSIGNED
`
`NOT YET ASSIGNED
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`
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`HEREWITH
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`
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`
`
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`LOCATION-BASED GAMES AND
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`AUGMENTED REALITY SYSTEMS
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`NOT YET ASSIGNED
`
`NOT YET ASSIGNED
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`:
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`:
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`:
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`Applicant
`
`Application No.
`
`Confirmation No.
`
`
`
`Filed
`
`For
`
`Group Art Unit
`
`Examiner
`
`
`
`Hon. Commissioner for Patents
`
`P.O. Box 1450
`Alexandria, VA 22313-1450
`
`
` PRELIMINARY AMENDMENT
`
`
`
`
`
`
`
`
`
`Pittsburgh, PA 15116
`May 30, 2016
`
`Sir:
`
`
`Prior to examination of this application,
`
`
`applicant amends the application as follows:
`
`
`Amendments to the Specification is rei
`
`Flected in
`
`the listing of
`
`
`
`this paper.
`
`
`f claims which begins on page 2 of
`
`
`Amendments to the Claims are ref
`lected in the
`
`
`listing of claims which begins on page 3 of this paper.
`
`
`
`
`Remarks/Arguments begin on page 4 of this paper.
`
`Metav.
`
`Meta Exhibit 1016
`Mullen - Page 001
`
`Meta Exhibit 1016
`Meta v. Mullen - Page 001
`
`

`

`Amendments to the Specit
`
`
`Fication:
`
`
`Please replace paragraph 1 of
`
`
`
`tion, which begins on line 3 of
`
`the
`
`
`page 1 of the
`
`specifica
`
`tion with the
`
`
`following paragraph showing
`
`
`specifica
`
`amendments.
`
`
`--This application is a continuation of U.S.
`
`Patent Application No.
`
`13/973,997,
`
`
`filed on August 22,
`
`
`2013, which is a continuation of U.S. Patent
`
`Application No. 11/281,812,
`
`
`filed on November 16,
`
`
`
`
`2005, which claims the benefit of U.S.
`
`Provisional
`
`60/628,475
`
`
`filed on November
`
`
`
`Patent Application No.
`
`
`
`Auguste 16
`
`I
`
`
`2004 and titled “Location-Based Games and
`“a
`
`Augmented Reality Systems,
`
`which +s are all hereby
`
`
`incorporated by rei
`
`ference herein in their +s
`
`entirety.--
`
`Meta Exhibit 1016
`Meta v. Mullen - Page 002
`
`Meta Exhibit 1016
`Meta v. Mullen - Page 002
`
`

`

`Amendments to the Claims:
`
`
`This listing of claims will
`
`replace all prior
`
`
`versions, and listings, of claims in the application:
`
`
`Listing of Claims:
`
`1-3.
`
`(cancelled).
`
`4,
`
`(new) A system comprising:
`
`
`a display of a head-mounted device, wherein
`
`3-D video game indicia is operable to be provided to said
`
`display with respect to a physical playfield based on video
`
`
`
`game logic associated with a video game;
`
`
`a detector of said head-mounted device
`
`
`operable to determine landscape characteristics of said
`
`
`physical playfield, wherein said video game logic utilizes
`
`
`
`said landscape characteristics in providing said video
`
`
`
`
`
`
`
`game;
`
`
`a locating device of said head-mounted
`
`
`location of said
`device operable to determine the physical
`
`locating device on said physical playfield, wherein said
`
`video game logic utilizes the physical
`
`
`location of said
`
`locating device in providing said video game; and
`
`
`a processor, wherein a first virtual object
`
`
`is operable to be provided to said display and a first
`
`virtual character is operable to be provided to said
`
`display.
`
`
`first virtual object is a virtual barrier provided at a
`
`(new) The system of claim 4, wherein said
`
`
`
`5.
`
`
`
`
`first proximity.
`
`Meta Exhibit 1016
`Meta v. Mullen - Page 003
`
`Meta Exhibit 1016
`Meta v. Mullen - Page 003
`
`

`

`6.
`
`(new)
`
`The system of
`
` first virtual object
`
`is a pre-det
`
`claim 4, wherein said
`
` ined virtual barrier.
`
` claim 4,
`The system of
`(new)
`
`
` first virtual
`said
`transparency of
`
`7.
`
`object is operable to be
`
`wherein the
`
`manually controlled.
`
`The system of
`(new)
`8.
`
`
`
`contrast of
`said fir
`st virtual
`
` fF claim 4,
`
`wherein the
`
`object is operable to be
`
`manually controlled.
`
`
`(new) The system of claim 4, wherein the
`
`
`
`transparency of said first virtual character is based on a
`
`9.
`
`distance.
`
`10.
`
`
`(new) The system of claim 4, wherein said
`
` first virtual
`
`character has a weapon
`
` for providing an
`
`interactive object.
`
`11.
`
`(new)
`
`The system of
`
` fF claim 4,
`
`wherein an
`
`event envel
`
`lope is provided and an event is operable to
`
`
`
`said first virtual
`character into said
`occur upon entry of
`
`
`
`event envelop.
`
`Meta Exhibit 1016
`Meta v. Mullen - Page 004
`
`Meta Exhibit 1016
`Meta v. Mullen - Page 004
`
`

`

`
`ve)
`EMARKS /ARGUMENTS
`
`
`Summary of Applicant's Amendments
`
`prejudice and App licant
`
`
`App
`
`licant has cancelled c]l
`
`aims 1-3 without
`
`solely in order to expedite prosecution.
`
`has added new cl
`
`in order to
`
` laims 4-11
`
`
`
`more particularly point out and distinctly claim the
`
`subject matter that
`
`ct applicant regards as the invention.
`
`Applicant respecti
`
`fully submits
`
`that this
`
`Conclusion
`
`application,
`
`for allowance.
`
`
`
`Reconsiderat
`
`including the pending claims,
`
`tion and prompt allowance of
`
`is in condition
`
`
`
`
`
`
`
`this application are respect
`
`
`fully requested.
`
`The
`Director is hereby authorized to charge any
`
`
`fees required in conjunction with this
`
`
`filing,
`
`or credit
`
`any overpayment of
`
`
`
`fF the same,
`
`to
`Deposit Account No. 50-
`
`3855, Order No.
`
`J
`
`
`DM/008 CON3.
`
`
`Respectfully Submitted,
`
`
`
`
`/Jeffrey D.
`
`
`
`Je
`
`frey D.
`licant
`tomer
`
`
`
`
`
`
` N
`
`(Reg.
`No. 52,056)
`App
`Oo.
`Cus
`32733
`2212 Hassinger Lane
`PA 15116
`Glenshaw,
`(9 14) 837-7741
`Mobile:
`
` Mull
`
`Mu llen/
`]
`en
`
`Meta Exhibit 1016
`Meta v. Mullen - Page 005
`
`Meta Exhibit 1016
`Meta v. Mullen - Page 005
`
`

`

`EV620766322US
`
`SMALL ENTITY
`
`JDM/008
`
`LOCATION-BASED GAMES AND AUGMENTED REALITY SYSTEMS
`
`Cross-Reference to Related Applications
`
`[0001]
`
`This application claims the benefit of U.S.
`
`Provisional Patent Application No. 60/628,475 (Docket
`
`No.
`
`JDM/008 PROV) filed on August 16, 2004 and titled
`
`"Location-Based Games and Augmented Reality Systems,"
`which is hereby incorporated by reference herein in its
`
`entirety.
`
`Background of the Invention
`
`10
`
`[0002]
`
`This invention relates to location-based game
`
`systems.
`
`[0003]
`
`Virtual Reality (VR) systems have been
`
`developed in which a user is provided with a non-
`
`transparent head-mounted display. This display
`
`15
`
`provides images to the user such that the user is
`
`immersed in a virtual, alternate reality.
`
`A user
`
`cannot see his/her physical environment while immersed
`
`in such a virtual, alternate reality. Accordingly, VR
`
`systems are deficient because a user cannot easily move
`
`20
`
`around a physical environment while immersed in the
`
`virtual reality because a user cannot see his/her
`
`Meta Exhibit 1016
`Meta v. Mullen - Page 006
`
`Meta Exhibit 1016
`Meta v. Mullen - Page 006
`
`

`

`EV620766322US
`
`physical environment.
`
`If a user begins to physically
`
`move in his/her physical environment without being able
`
`to see his/her physical environment then the user may
`
`trip, or bump into, a physical object (e.g., a rock or
`
`chair).
`
`[0004]
`
`As a result of the mobility constraints of
`
`traditional VR systems, a user is traditionally placed
`
`on a platform that is surrounded by padded safety
`
`rails.
`
`A user cannot move outside of this protected
`
`10
`
`platform and moves through the virtual, alternate
`
`reality created by the VR system through the use of a
`
`manual joystick.
`
`Such a VR system is deficient because
`
`it severely limits the way that a user may interact
`
`with the virtual, alternate reality provided by the VR
`
`15
`
`system.
`
`[0005]
`
`Traditional manual controls occasionally have
`
`a primary control and a number of supplemental
`
`controls.
`
`Such a primary control occasionally takes
`
`the form of a joystick.
`
`The primary control
`
`20
`
`occasionally provides the main control signal toa
`
`video game. Traditionally,
`
`the main control signal
`
`controls the location of a video game character in a
`
`virtual world.
`
`Such controls, however, are deficient
`
`because the controls require unnatural user movement to
`
`25
`
`generate the primary control signal.
`
`It is therefore
`
`desirable to provide a primary control device that does
`
`not require unnatural user movement to generate a
`
`primary control signal to a video game.
`
`Summary of the Invention
`
`30
`
`[0006]
`
`A handheld location-based game system is
`
`provided in which a user's physical position ona
`
`physical playfield (e.g.,
`
`the physical world, a
`
`Meta Exhibit 1016
`Meta v. Mullen - Page 007
`
`Meta Exhibit 1016
`Meta v. Mullen - Page 007
`
`

`

`EV620766322US
`
`physical environment, or a defined physical playfield)
`
`correlates to a video game character's location ina
`
`virtual playfield.
`
`In this manner, a video game
`
`character may be controlled without
`
`the need for a
`
`joystick.
`
`A handheld location-based game system is
`
`also provided that includes manual controls.
`
`Such
`
`manual controls may be utilized during location-based
`
`gameplay.
`
`An Augmented Realty (AR) game system may
`
`also be provided as, for example, a location-based game
`
`10
`
`system and may display virtual indicia on a semi-
`
`transparent head-mounted display such that a user can
`
`see both virtual indicia and his/her physical
`
`environment. Virtual indicia may also be provided that
`interacts with a physical environment.
`For example,
`
`15
`
`information may be provided to an AR game system about
`
`a user's physical environment. Furthering this
`
`example,
`
`the location of a doorway in a room may be
`
`provided to an AR video game such that a virtual
`
`character may be seen by a user of an AR display to
`
`20
`
`walk through a doorway and disappear. Thus, a video
`
`game system may be provided that augments a user's
`
`environment to provide a video game. As the video game
`
`progresses,
`
`the user may interact with his/her physical
`
`environment in order to play a virtual game(e.g., by
`
`25
`
`walking through his/her environment and shooting at
`
`virtual ducks flying through the air).
`
`[0007]
`
`A switch may also provided that allows a user
`
`to manually play a location-based game (e.g., an AR
`
`game).
`
`In this manner, a user may be able to obtain
`
`30
`
`functionality from the location-based game system when
`
`the user is not able to move.
`
`Such a benefit may be
`
`utilized,
`
`for example, when the user is a passenger in
`
`a moving car or sick in bed.
`
`Meta Exhibit 1016
`Meta v. Mullen - Page 008
`
`Meta Exhibit 1016
`Meta v. Mullen - Page 008
`
`

`

`EV620766322US
`
`-~4-
`
`[0008]
`
`A location-based game can, however, be
`
`provided while a player is in bed or is ina car.
`
`For
`
`example, a location-based game could be implemented
`
`based on the movement of a car such that the movement
`
`of the car is translated into a control signal for the
`
`game (e.g.,
`
`the location of a car in a game). Sucha
`
`video game system may be embedded in a vehicle (e.g., a
`
`car).
`
`If a car is safely utilized on a large parking
`
`lot, a number of games may be realized as location-
`
`10
`
`based games (e.g., as augmented reality games where
`
`game graphics are selectively provided on the vehicle's
`
`dash/windows). While in bed, a location-based game can
`
`be provided by translating small differences in
`
`location of the system (or a controller for a system).
`
`15
`
`The system (or a controller to the system) can,
`
`for
`
`example, be a fishing rod such that the movement of a
`
`flick of the system is used to generate a control
`
`Signal for casting a virtual rod in a virtual video
`
`game system.
`
`20
`
`[0009]
`
`A playmat is provided that may be packaged
`
`with a handheld location-based game system.
`
`Tf the
`
`handheld system is dedicated to a single game (e.g.,
`the handheld system is not enabled to download
`
`additional games, play additional games, or receive
`
`25
`
`cartridge-based or disc-based games)
`
`then the playmat
`
`may be representative of that single game.
`
`Additionally, such a single game dedicated system (or
`
`any system or any controller) may be shaped similar to,
`
`for example,
`
`the main character of the video game, or
`
`30
`
`any character or characteristic of a video game,
`
`in
`
`order to increase the whimsical and festive nature of
`
`playing the game.
`
`Meta Exhibit 1016
`Meta v. Mullen - Page 009
`
`Meta Exhibit 1016
`Meta v. Mullen - Page 009
`
`

`

`EV620766322US
`
`[0010]
`
`A playmat for a location-based system (e.g.,
`
`an AR system) may correlate to a particular virtual
`
`playfield. Doing so may assist the user in playing the
`
`handheld location-based game. Using the classic game
`
`of FROGGER as an example,
`
`the virtual playfield of
`
`FROGGER may be the same for each level (disregarding
`
`the types of virtual computer controlled objects used
`
`in each level). Thus, a FROGGER playmat may include
`
`indicia representative of this virtual playfield.
`
`10
`
`Additional non-playfield indicia may be provided on the
`
`playmat to provide additional location-based game
`
`information to a user.
`
`For example, a "START" circle
`
`may be provided on the playmat.
`
`Such a "START" circle
`
`may correlate to the location where the user can start
`
`15
`
`each level.
`
`[0011]
`
`In this manner,
`
`the location-based game may
`
`be configured (e.g., scaled) such that user movements
`
`on the playmat playfield correlate to location-based
`
`the
`Thus,
`game movements on the virtual playfield.
`location-based game may utilize the knowledge of the
`
`20
`
`origin location (e.g.,
`
`the START location) and the
`
`playmat perimeters (e.g., physical playfield
`
`perimeters)
`
`to provide a location-based game. Sucha
`
`playmat may also be beneficial to locating devices that
`
`25
`
`Iay accumulate errors over time. As such the location-
`
`based game and the playmat may be configured to reduce
`
`the chance of such accumulation errors.
`
`For example,
`
`if a locating device accumulates noticeable location
`errors after 30 seconds of gameplay, each game level
`
`30
`
`may be limited to a particular period of time (e.g., 30
`
`seconds).
`
`In configuring the size of the playmat, and
`
`appropriately scaling the location-based game to the
`
`playmat,
`
`the amount of time before noticeable errors
`
`Meta Exhibit 1016
`Meta v. Mullen - Page 0010
`
`Meta Exhibit 1016
`Meta v. Mullen - Page 0010
`
`

`

`EV620766322US
`
`accrue can be manipulated. Similarly,
`
`the average
`
`amount of time before noticeable errors accrue can be
`
`determined such that an appropriate time limit for
`
`finishing a level can be subsequently determined.
`
`Persons skilled in the art will appreciate that a
`
`number of location-based systems can be fabricated in
`
`which noticeable errors may never accrue. One such
`
`example may be a hybrid locating system that uses an
`
`inertial positioning system (e.g., any number of
`
`10
`
`accelerometers and/or gyroscopes)
`
`to determine location
`
`between signals received from a positioning device
`
`(e.g., a GPS device).
`
`[0012]
`
`Taking FROGGER as an example, a user may be
`
`given 30 seconds to travel between the "START"
`
`location
`
`15
`
`and an "END"
`
`location on the playmat. After the user
`
`has completed a level
`
`(or dies),
`
`that user may be
`
`instructed to return to the origin position such that
`
`the locating device may reset so that the errors
`
`accumulated during the last level is removed but the
`
`20
`
`location-based game knows where the user is. Multiple
`
`playmats may be packaged together with a location-based
`
`game.
`
`Playmats that are similar but have different
`
`Sizes may also be packaged together with a location-
`
`based game.
`
`Persons skilled in the art will appreciate
`
`25
`
`that a location-based game can measure the exact
`
`location of a device (e.g., via a positioning system
`
`such as a GPS system) and/or follow the movement of a
`
`device to determine changes in movement (e.g., via any
`
`number of accelerometers and/or gyroscopes) or a hyrbid
`
`30
`
`of different types of sensors.
`
`Playmats may also include holes such that
`[0013]
`they may be easily pegged into the ground or such that
`
`gaming components may be attached to the playmat at
`
`Meta Exhibit 1016
`Meta v. Mullen - Page 0011
`
`Meta Exhibit 1016
`Meta v. Mullen - Page 0011
`
`

`

`EV620766322US
`
`particular locations.
`
`For example,
`
`if the locating
`
`device is a local positioning system, positioning
`
`transmitters may be positioned at pre-determined
`
`locations on the playmat (e.g., holes cut into the
`
`playmat for receiving the transmitters) to expedite the
`
`correct setup of the local positioning systems.
`
`[0014]
`
`Systems and methods of scaling information
`
`from physical playfields to a video game system are
`
`also provided.
`
`Systems and methods of storing such
`
`10
`
`information are also provided.
`
`[0015]
`
`A location-based gaming system with a head-
`
`mounted display is provided such that video game
`
`indicia may be overlaid onto the user's physical
`
`playfield.
`
`Such a head-mounted display may be
`
`15
`
`transparent such that a user can see through the
`
`display in areas where virtual indicia is not
`
`displayed.
`
`In this manner,
`
`the user may travel as fast
`
`as he/she wants to without risk of bumping into, or
`
`tripping over, a physical object.
`
`The display may also
`
`20
`
`be non-transparent.
`
`A camera, however, may be provided
`
`on, or around,
`
`the head-mounted display to capture the
`
`physical environment.
`
`The physical environment can
`
`then be manipulated by a processor such that,
`for
`example, virtual indicia (e.g., a video game character
`
`25
`
`or component is added)
`
`is added to the physical
`
`environment.
`
`The combination of the physical
`
`environment and virtual indicia can then be displayed
`
`to a user on a head-mounted display (or any type of
`
`display) such that a user can still see his/her
`
`30
`
`physical environment even with a non-transparent
`
`display. As such, a non-transparent video game system
`
`is provided that can provide both augmented reality and
`
`virtual reality functionalities.
`
`Meta Exhibit 1016
`Meta v. Mullen - Page 0012
`
`Meta Exhibit 1016
`Meta v. Mullen - Page 0012
`
`

`

`EV620766322US
`
`[0016]
`
`Such overlays may include games in which only
`
`video game characters and interactive objects are
`
`overlaid onto the physical environment. As a result,
`
`the user's physical environment may be structurally
`
`kept the same.
`
`[0017]
`
`To increase the safety of a game that allows
`
`for a high-level of user mobility, such video game
`
`indicia may be provided with different contrasts (e.g.,
`
`strength) at different distances from a user such that
`
`10
`
`at least close virtual objects/characters are semi-
`
`transparent such that close, physical hazards may be
`
`recognized by a user. Similarly, no virtual indicia
`
`may be allowed to come within a certain distance of a
`
`user (from the user's perspective). Thus, a virtual
`
`15
`
`indicia (e.g., a video game character) may never block
`
`a hazardous object that is close to a user.
`
`[0018]
`
`A landscape detector may be provided with a
`
`location-based game system such that information on the
`
`physical terrain of the user's physical environment may
`
`20
`
`If the locating
`be utilized by the gaming system.
`device is a GPS device (or if the area has already been
`
`|
`
`scanned),
`
`landscape information may be retrieved from
`
`memory that stores such information.
`
`[0019]
`
`The information provided by the landscape
`
`25
`
`detector may be utilized,
`
`for example,
`
`to position
`
`where portions of a video game playfield, objects, and
`
`characters may be positioned on a display (e.g., ona
`
`head-mounted display).
`
`Such information may also be
`
`used,
`
`for example,
`
`to control the movement
`
`30
`
`characteristics of computer-controlled video game
`
`characters and indicia.
`
`A directional device may also
`
`be included to determine the direction and/or pitch
`
`that the user (e.g.,
`
`the head-mounted display) is
`
`Meta Exhibit 1016
`Meta v. Mullen - Page 0013
`
`Meta Exhibit 1016
`Meta v. Mullen - Page 0013
`
`

`

`EV620766322US
`
`facing.
`
`Such information may be utilized to determine
`
`the rotation of a users head as well as the user's
`
`visual perspective. Thus,
`
`the head-mounted display
`
`may,
`
`in itself, provide control signals to a video
`
`game.
`
`[0020]
`
`To simplify the process of providing an
`
`augmented video game system, a video game may be played
`
`in the game system in an ever-changing virtual world.
`
`Portions of this game, and perspectives of those
`
`10
`
`portions, may be selectively displayed to the user ata
`
`particular time.
`
`In this manner,
`
`the complexity of an
`
`augmented reality game may be simplified such that the
`
`augmented system renders a non-visible game based on
`
`control signals and,
`
`for example, portions of this game
`
`15
`
`are selected and provided to a display based on the
`
`control signals. Thus, any type of video game
`
`hardware, or software, may be utilized and a module may
`
`be provided for the image selection process.
`
`Such a
`
`module can also configure the image to be displayed to
`a user (e.g., aligned with a user's physical terrain)
`
`20
`
`or another device (e.g., another module) can be
`
`utilized to correlate selected indicia on a physical
`
`terrain.
`
`Such modules can also convert control signals
`
`provided by an AR game controller (e.g., head-mounted
`
`25
`
`movement sensors and/or positioning systems)
`
`to control
`
`Signals understood by any game system. As such, a
`
`classic 3-Dimensional video game (e.g., Goldeneye 007
`
`or Pacman 3D) can be played on a classic video-game
`
`system (e.g., Nintendo 64 or Playstation), yet be
`
`30
`
`provided as an AR game system. This may be
`
`accomplished through the use of an add-on module that
`
`may, for example,
`
`translate control signals
`
`communicated@d between the game system and add-on module,
`
`Meta Exhibit 1016
`Meta v. Mullen - Page 0014
`
`Meta Exhibit 1016
`Meta v. Mullen - Page 0014
`
`

`

`EV620766322US
`
`- 10 -
`
`selective images (and audio)
`
`from the game system to
`
`display on the AR display, and determine how to display
`
`the selected images (and audio) on the AR display (and
`AR sound system).
`|
`
`[0021]
`
`Such an add-on module can interface via
`
`character control interfaces and audio/video outputs on
`
`a game system.
`
`In such a configuration,
`
`the add-on
`
`module may receive just static images/sounds. Thus,
`
`the add-on module may be provided with information to
`
`10
`
`process the image, determine the location of video game
`
`indicia (e.g., a video game enemy) and determine the
`
`action of video game indicia (e.g., a video game enemy
`
`shooting).
`
`Such information may be provided in a look-
`
`up table provided on a remote database such that copies
`
`15
`
`of images for a number of, or all of, video game
`
`indicia for any particular game can be obtained and
`
`compared to the received still images. Thus,
`
`the
`
`module can determine how video game indicia is being
`
`presented in the game such that the video game indicia
`
`20
`
`can be appropriately presented on an AR display.
`
`Furthermore, an AR add-on module can be interfaced to
`
`the control processor of a game system (or any
`
`component of a video game system such as the system's
`
`rendering device).
`
`Such an interface may,
`
`for example,
`
`25
`
`directly skew what is being rendered and how it is
`
`being rendered for later use in an AR display.
`
`Such an
`
`interface may also, for example, monitor the movement
`
`and status of video game indicia directly from the
`
`video game system (e.g., directly from the processor).
`
`30
`
`[0022]
`
`An AR game system may be utilized in many
`
`applications.
`
`For example, an AR game system may be
`
`utilized in the military training of soldiers.
`
`To
`
`accommodate such an application the landscape of a pre-
`
`Meta Exhibit 1016
`Meta v. Mullen - Page 0015
`
`Meta Exhibit 1016
`Meta v. Mullen - Page 0015
`
`

`

`EV620766322US
`
`- ll -
`
`determined area (e.g., a particular square area of a
`
`military based) may be scanned at a point before a game
`
`is played. Virtual objects may be generated using this
`
`scanned information that correspond to physical
`
`objects.
`
`Such a process may be utilized when the
`
`landscape is being scanned as a game is playing. Thus,
`
`the video game system may construct a virtual world
`
`Similar to the scanned physical world and generate
`
`computer-controlled characters (and interactive or
`
`10
`
`impenetrable objects) on the physical world. Sucha
`
`pre-scanned system may be relatively inexpensive.
`
`If
`
`the virtual game characters are computer-controlled
`
`enemy combatants (or manually controlled characters by
`
`instructors at a stationary game device or manually
`
`15
`
`controlled characters by instructors using a location-
`
`based game device on a different,
`
`location-synched
`
`playfield) then military soldiers may be trained ina
`
`variety of safe, combat-realistic situations.
`
`[0023]
`
`The systems and methods of the present
`
`20
`
`invention may be utilized for any type of Augmented
`
`Reality (AR) application and is not limited to video
`
`games.
`
`For example, AR applications for wearable-
`
`computers may be provided.
`
`In one such application,
`
`virtual advertisements can be displayed on a user's
`
`25
`
`head-mounted display to augment these virtual
`
`advertisements over the real world.
`
`The display of
`
`virtual advertisements may be provided to such a
`
`wearable computer when the wearable computer reaches a
`
`particular location.
`
`The virtual advertisements can be
`
`30
`
`displayed within a physical environment based on the
`
`characteristics of the physical environment (e.g.,
`
`displayed in front of you if nobody is walking in front
`
`of you or displayed above the heads of people walking
`
`Meta Exhibit 1016
`Meta v. Mullen - Page 0016
`
`Meta Exhibit 1016
`Meta v. Mullen - Page 0016
`
`

`

`EV620766322US
`
`~12-
`
`in front of you if people are walking in front of you).
`
`Similarly, AR-phone calls may be realized such that the
`
`image of the person you are calling is displayed in
`
`your physical environment (e.g.,
`
`the person you are
`
`having a telephone conversation is displayed as walking
`
`besides you or a two-dimensional video is displayed in
`
`front of you).
`
`Brief Description of the Drawings
`
`[0024]
`
`The principles and advantages of the present
`
`10
`
`invention can be more clearly understood from the
`
`following detailed description considered in
`
`conjunction with the following drawings,
`
`in which the
`
`same reference numerals denote the same structural
`
`elements throughout, and in which:
`
`15
`
`[0025]
`
`FIG.
`
`1 is an illustration of a handheld
`
`location-based game system and accompanying playmat
`
`constructed in accordance with the principles of the
`
`present invention;
`
`20
`
`[0026]
`FIG.
`2 is an illustration of a handheld
`location-based game system in the shape of the virtual
`character that the location-based game system controls
`
`constructed in accordance with the principles of the
`
`present invention;
`
`[0027]
`
`FIG.
`
`3 is an illustration of scaling a
`
`25
`
`virtual playfield to a physical playfield constructed
`
`in accordance with the principles of the present
`
`invention;
`
`[0028]
`
`FIG.
`
`4 is an illustration of landscape
`
`detection constructed in accordance with the principles
`
`30
`
`of the present invention;
`
`[0029]
`
`FIG.
`
`5 is an illustration of virtual
`
`impenetrable object construction on a playfield based
`
`Meta Exhibit 1016
`Meta v. Mullen - Page 0017
`
`Meta Exhibit 1016
`Meta v. Mullen - Page 0017
`
`

`

`EV620766322US
`
`~13-
`
`on detected landscape objects constructed in accordance
`
`with the principles of the present invention;
`
`[0030]
`
`FIG.
`
`6 is an illustration of computer-
`
`controlled character positioning and movement based on
`
`detected landscape objects constructed in accordance
`
`with the principles of the present invention;
`
`[0031]
`
`FIG.
`
`7 is an illustration of virtual
`
`playfield mapping that includes physically detected
`
`impenetrable objects constructed in accordance with the
`
`10
`
`principles of the present invention;
`
`[0032]
`
`FIG.
`
`8 is an illustration of computer
`
`controls for video game characters in a location-based
`
`game constructed in accordance with the principles of
`
`the present invention;
`
`15
`
`[0033]
`
`FIG.
`
`9 is an illustration of different data
`
`storage structures for a location-based game
`
`constructed in accordance with the principles of the
`
`present invention;
`
`[0034]
`
`FIG. 10 is an illustration of displaying
`
`20
`
`video game characters in a semi-visible display for a
`
`location-based game constructed in accordance with the
`
`principles of the present invention;
`
`[0035]
`
`FIG. 11 is an illustration of displaying
`
`video game characters with different transparencies for
`
`25
`
`a location-based game constructed in accordance with
`
`the principles of the present invention;
`
`[0036]
`
`FIG. 12 is an illustration of computer
`
`controlled movement of video game characters ina
`
`virtual playfield constructed in accordance with the
`
`30
`
`principles of the present invention;
`
`[0037]
`
`FIG. 13 is an illustration of pre-scanning a
`
`physical playfield constructed in accordance with the
`
`principles of the present invention; and
`
`Meta Exhibit 1016
`Meta v. Mullen - Page 0018
`
`Meta Exhibit 1016
`Meta v. Mullen - Page 0018
`
`

`

`EV620766322US
`
`- 14 -
`
`[0038]
`
`FIG. 14 is an illustration of a location-
`
`based game topology constructed in accordance with the
`
`principles of the present invention.
`
`Detailed Description of the Drawings
`
`[0039]
`
`U.S. Provisional Patent Application No.
`
`60/603,481 filed on August 20, 2004 entitled "Wireless
`
`Devices With Flexible Monitors and Keyboards"
`
`(Docket
`
`No. JDM/007 PROV) and U.S. Patent Application No.
`
`10
`
`11/208,943 filed on August 22, 2005 entitled "Wireless
`
`Devices With Flexible Monitors and Keyboards"
`
`(Docket
`
`No.
`
`JDM/007) are hereby incorporated by reference
`
`herein in their entirety.
`
`[0040]
`
`U.S. Provisional Patent Application No.
`
`15
`
`60/560,435 filed on April 7, 2004 entitled "Advanced
`
`Cooperative Defensive Military Tactics, Armor, and
`
`Systems"
`
`(Docket No.
`
`JDM/006 PROV) and U.S. Patent
`
`Application No. 11/101,782 filed on April 7, 2005
`
`entitled "Advanced Cooperative Defensive Military
`
`20
`
`Tactics, Armor, and Systems"
`
`(Docket No. JDM/006) are
`
`hereby incorporated by reference herein in their
`
`entirety.
`
`[0041]
`
`U.S. Provisional Application No. 60/560,435
`
`filed on September 2, 2003 entitled "Systems and
`
`25
`
`Methods for Location Based Games and Employment of the
`
`Same on Location Enabled Devices"
`
`(Docket No. JDM/005
`
`PROV) and U.S. Patent Application No. 10/932,536 filed
`
`on September 1, 2004 entitled "Systems and Methods for
`
`Location-Based Games and Employment of the Same on
`
`30
`
`Location-Enabled Devices" (Docket No. JDM/005) are
`
`hereby incorporated by reference herein in their
`
`entirety.
`
`Meta Exhibit 1016
`Meta v. Mullen - Page 0019
`
`Meta Exhibit 1016
`Meta v. Mullen - Page 0019
`
`

`

`EV620766322US
`
`-~- 15 -
`
`[0042]
`
`U.S. Patent Application No. 10/797,801 filed
`
`on March 9, 2004 titled "Systems and Methods for
`
`Providing Remote Incoming Call Notification for
`
`Wireless Telephones" (Docket No. JDM/004)
`
`is hereby
`
`incorporated by reference herein in its entirety.
`
`[0043]
`
`U.S. Provisional Patent Application No.
`
`60/367,967 filed on March 25, 2002 entitled "Systems
`
`and Methods for Locating Cellular Phones"
`
`(Docket No.
`
`JDM/002 PROV) and U.S. Patent Application No.
`
`10
`
`10/400,296 filed on March 25, 2003 titled "Systems and
`
`Methods for Locating Wireless Telephones and Security
`
`Measures for the Same"
`
`(Docket No. JDM/002) are hereby
`
`incorporated by reference herein in their entirety.
`
`[0044]
`
`Turning first to FIG. 1, gaming system 100 is
`
`15
`
`provided that includes handheld game system 101 and
`
`playmat 150.
`
`[0045]
`
`Gaming system 100 may be a location-based
`
`game system in which the physical location (or physical
`
`movement) of a user on a physical playfield determines
`
`20
`
`the virtual location (or virtual movement) of a virtual
`
`character on a virtual playfield. Location information
`
`may be obtained through,
`
`for example, any type of
`
`triangulation technique such as a GPS system or a
`
`localized positioning system (LPS).
`
`For example,
`
`the
`
`25
`
`time it takes multiple signals from multiple
`
`transmitters to reach device 101 may be utilized to
`
`determine the position of device 101. Location
`
`information may alternatively be obtained through
`
`various cell phone or wireless LAN location techniques.
`
`30
`
`For example, a user's signal strength between multiple
`
`hubs or base stations may be utilized to determine that
`
`user's location. As per another example,
`
`inertial
`
`movement sensors such as accelerometers and/or
`
`Meta Exhibit 1016
`Meta v. Mullen - Page 0020
`
`Meta Exhibit 1016
`Meta v. Mullen - Page 0020
`
`

`

`EV620766322US
`
`-~ 16 -
`
`gyroscopes may be utilized to keep track of a user's
`
`movement in a particular direction.
`
`In this manner,
`
`the user's location may be determined and updated based
`
`on the user's movements. Hybrids of such systems may
`
`also be utilized.
`
`For example, an accelerometer may be
`
`utilized to keep track of a user's position until a
`
`second locating signal is provided (e.g., a GPS
`
`system).
`
`In this manner, a GPS signal may be the
`
`master locating signal while the accelerometer provides
`
`10
`
`location updates between GPS signals. Generally,
`
`device 140 is the locating device (or locating devices)
`
`for game system 101.
`
`[0046]
`
`Game system 101 may include manual controls
`
`120 and manual control switch 132 that turns ON and OFF
`
`15
`
`location-based controls.
`
`In this manner, a user may
`
`still obtain functionality from game system 101 while,
`
`for example, sitting on a park bench.
`
`ON/OFF switch
`
`131 may control when device 101 is turned ON and OFF.
`
`[0047]
`
`Persons skilled in the art will appreciate
`
`20
`
`that controls similar to manual controls 120 and 131
`
`may also be provided

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