Method and system for viewing sports content within a virtual reality environment

A virtual reality (VR) system including a head mounted display (HMD), a sensor or input device, and options, selection, and display modules. The HMD displays a VR environment including sports content of a live game, a prerecorded game, or a sports channel. The options module generates an options signal to show viewing options in the VR environment. The viewing options define viewing aspects for viewing the sports content within the VR environment. The sensor or input device generates signals based on detection of movement of the HMD, movement of an eyeball of a user, user voice communication, or user contact with the input device. The selection module, based on the signals: selects the sports content and a viewing option; and generates a selection signal. The display module displays the sports content in the VR environment based on the selection signal.

TECHNICAL FIELD

The present disclosure relates generally to viewing sporting events within a virtual reality environment.

BACKGROUND

Satellite television has become increasingly popular due to the wide variety of content and the quality of content available. A satellite television system typically includes a set top box that receives and decodes satellite signals for viewing content on a television.

Satellite television systems typically broadcast content to a number of users simultaneously in a system. Satellite television systems also offer subscription or pay-per-view access to broadcast content. Access is provided using signals broadcast via a satellite. Once access is provided, a user can access the broadcast content.

Many content providers are offering systems that provide a centralized server with a large amount of video storage. Multiple client devices can connect to the server to display video content received from the server.

Virtual reality (VR) devices are gaining in popularity. This is particularly true for gaming systems. VR devices include a user interface and a head mounted display (HMD) that displays a VR environment. A view of the VR environment, displayed on the HMD (sometimes referred to as VR gear), typically changes with movement of a user of the HMD.

SUMMARY

The present disclosure provides methods and systems for displaying content and related information on a display of a virtual reality device.

In one aspect of the disclosure, a virtual reality system is provided and includes a head mounted display, an options module, a sensor or input device, a selection module, and a display module. The head mounted display is configured to display a virtual reality environment including sports content of a live game, a prerecorded game, or a sports channel. The options module is configured to generate an options signal to show viewing options in the virtual reality environment. The viewing options define viewing aspects for viewing the sports content within the virtual reality environment. The sensor or input device is connected to the head mounted display and configured to generate signals based on detection of at least one of movement of the head mounted display, movement of an eyeball of a user, voice communication of the user, or user contact with the input device. The selection module is configured to, based on the signals: select the sports content and one or more of the viewing options; and generate a selection signal indicating the sports content and the one or more of the viewing options. The display module is configured to display the sports content in the virtual reality environment based on the selection signal.

In a further aspect of the disclosure, a method of operating a virtual reality system is provided. The method includes: displaying on a head mounted display a virtual reality environment including sports content of a live game, a prerecorded game, or a sports channel; generating an options signal to show viewing options in the virtual reality environment; and generating, via at least one sensor or input device connected to the head mounted display, signals based on detection of at least one of movement of the head mounted display, movement of an eyeball of a user, voice communication of the user, or user contact with the input device. The viewing options define viewing aspects for viewing the sports content within the virtual reality environment. The method further includes: based on the generated signals, selecting the sports content and one or more of the viewing options; generating a selection signal indicating the sports content and the one or more of the viewing options; and displaying the sports content in the virtual reality environment based on the selection signal.

DETAILED DESCRIPTION

The teachings of the present disclosure can be implemented in a system for communicating content to an end user or user device (e.g., a mobile phone, a tablet, a computer, and/or a virtual reality device). Both the data source and the user device may include one or more modules having a memory or other data storage for incoming and outgoing data. For definitions and structure of the modules see below provided description and accompanying drawings.

A content and/or service provider is also described. A content and/or service provider is a provider of data to an end user. The service provider, for example, may provide data corresponding to the content such as metadata as well as actual content in a data stream or signal. The content and/or service provider may include one or more modules, processors, controllers, communication components, network interfaces and other associated circuitry to allow communication with various other devices in a system.

Further, while the following disclosure is made with respect to the delivery of video (e.g., television (TV), movies, music videos, etc.), it should be understood that the systems and methods disclosed herein may also be used for delivery of any media content type, for example, audio, music, data files, web pages, advertising, etc. Additionally, throughout this disclosure reference is made to data, content, information, programs, sports content, advertising, assets, video data, etc., however, these terms may be used interchangeably with respect to transferring data via the example systems disclosed herein. While the following disclosure is made with respect to example DIRECTV® broadcast services and systems, it should be understood that many other delivery systems are readily applicable to the disclosed systems and methods. Such systems include wireless terrestrial distribution systems, wired or cable distribution systems, cable television distribution systems, Ultra High Frequency (UHF)/Very High Frequency (VHF) radio frequency systems or other terrestrial broadcast systems (e.g., Multi-channel Multi-point Distribution System (MMDS), Local Multi-point Distribution System (LMDS), etc.), Internet-based distribution systems, cellular distribution systems, power-line broadcast systems, any point-to-point and/or multicast Internet Protocol (IP) delivery network, and fiber optic networks. Further, different tasks performed by a service provider and integrated receiver/decoders (IRDs) as described below can be reallocated as desired without departing from the intended scope of this disclosure.

Referring now toFIG. 1, a satellite television broadcasting system10including a virtual reality system11is illustrated. The satellite television broadcast system10includes a head end12that generates wireless signals13through an antenna14which are received by an antenna16of a satellite18. The wireless signals13, for example, may be digital. The wireless signals13may be referred to as an uplink signal. A transmitting antenna20generates downlink signals26that are directed to a user receiving device22. The user receiving device22may be located within a building28such as a home, multi-unit dwelling or business. The user receiving device22is in communication with an antenna24. The antenna24receives downlink signals26from the transmitting antenna20of the satellite18. Thus, the user receiving device22may be referred to as a satellite television receiving device. However, the system has applicability in non-satellite applications such as a wired or wireless terrestrial system. Therefore, the user receiving device22may be referred to as a television receiving device or set top box. More than one user receiving device22may be included within a system and/or within a building28. The user receiving devices22may be interconnected.

The downlink signals26that are communicated to the antenna24may be live linear television signals. Live television signals may be referred to as linear content because the live television signals are broadcasted at a predetermined time on a predetermined channel. A grid guide commonly includes linear content arranged by channel and by time. The linear content is different than on-demand content that is communicated from the head end or other content distribution network to a user receiving device22when requested by the user. The client device34may also be in direct and/or bi-directional communication with a virtual reality device36. The client device34may communicate via wires and/or wirelessly with the virtual reality device36. A display (e.g., display60) of the client device34may be used as a display of the virtual reality device36. For example, the virtual reality device36may be plugged into or attach to the virtual reality device36and a screen of the client device34may be magnified by lenses within the virtual reality device36. When used in this manner, the client device34may be considered as part of the virtual reality device36. The operation of the client device34relative to the virtual reality device36is described in detail below. Video content (e.g., streaming video and/or live video content) may be transmitted from the satellite18(or a base station), the user receiving device22, the client device34, the network50to the virtual reality device36. The video content may originate at the content provider64or the head end12and be transmitted to one or more of the devices18,22,34,36.

The client device34may include different types of devices. One or more client devices may be used in a system. In this example, the client device34includes and/or is implemented as one or more of a mobile device44, a computer46, and a game system48. Each of the devices may include one or more applications (Apps, a single APP is shown for each device) and corresponding software code that is used for interfacing with the virtual reality device36. Although shown in the client device34, the application49or a portion thereof may be stored and executed on the virtual reality device36. The applications may include video game applications, movie applications, sports applications (e.g., a national football league App, a national hockey league App, a national basketball league App, a professional sports App, etc.), or other types of computer programs that are used to display content on one or more of the displays disclosed herein, such as the displays42,60. As mentioned above, one or more client devices34may be included in the system10and communicate with the virtual reality device36. The mobile device44may be a mobile phone, tablet computer, laptop computer, or other type of mobile computing device. The computer46may be a desk top computer. The game system48may operate various types of video games that use the virtual reality device36as an input and as a display.

The user receiving device22may be in communication with a router30that forms a local area network32with a client device34and/or a virtual reality device36. The router30may be a wireless and/or wired router. For example, the user receiving device22may be wired to the router30and wirelessly coupled to the client device34and to the virtual reality device36. The router30may communicate internet protocol (IP) format signals to the user receiving device22. The IP signals may be used for controlling various functions of the user receiving device22. IP signals may also originate from the user receiving device22for communication to other devices such as the client device34or the virtual reality device36through the router30. The client device34and the virtual reality device36may also communicate signals to the user receiving device22through the router30.

The virtual reality device36may be wearable on a user meaning it is meant to be fixed to the user during operation. An example of a virtual reality device36includes an Oculus VR® device. The complexity of the virtual reality device36may vary from a simple display device with motion sensor to a device having various inputs and user interfaces. The virtual reality device36may be in direct communication with the user receiving device22and/or the client device34through a Bluetooth® connection. The virtual reality device36may also be in communication with the user receiving device22and the client device34through an IP connection through the router30and a local area network. The virtual reality device36may also be in communication with devices outside the local area network32through the router30. That is, the virtual reality device36may communicate with other devices such as the head end12through the network50. The client device34may provide a bridge or a communication path for the virtual reality device36to the router30and ultimately to the user receiving device22or the network50. The virtual reality device36may generate signals such as selection signals that are communicated through the client device34but are destined to be used by the user receiving device22, the head end12or other user devices in communication with the network50.

The client device34may also be in communication with the router30, the head end12and various other devices through the network50or other devices in other parts of the network50.

The user receiving device22includes a screen display58associated therewith. The display58may be a television or other type of monitor. The display58may display both video signals and audio signals.

The client device34may also have a display60associated therewith. The display60may also display video and audio signals. The display60may be integrated into the client device34. The display60may also be a touch screen that acts as at least one user interface. Other types of user interfaces on the client device34may include buttons and switches.

The display42of the virtual reality device36may also display video and audio signals. The display42may be integrated into the virtual reality device36. The display42may be a stereoscopic display that displays different images for each eye of the user. Images of the display42, as viewed by a user, may be combined in the brain of the user to form a continuous image. A projected display or user interface may also be projected on the display42. The virtual reality device36may also include physical function selectors, switches, or buttons as other types of user interfaces (e.g., touch pad) for selecting displayed tiles (sometimes referred to as chicklets), stadium sections, points of reference, stadium seats, stadium cameras, etc. Tiles may refer to portions of displayed video that include selectable content. Examples of tiles are shown inFIG. 9. Although the term “stadium” is primarily used herein to refer to any facility in which a sports game is played, the term stadium may be replaced with and/or refer to an arena, a dome or facility having an air-supported structure, a gym, or some other facility or structure in which a sports game can be played.

The user receiving device22may be in communication with the head end12through an external network, such as network50. The network50may include one type of network or multiple types of networks. The network50may, for example, include a public switched telephone network, the Internet, a mobile telephone network or other type of network. The network50may be in communication with the user receiving device22through the router30. The network50may also be in communication with the client device34through the router30. The network50may be in direct communication with the client device34or virtual reality device36such as in a cellular system implementation.

The system10may also include a content provider64that provides content to the head end12. Although only one content provider64is illustrated, more than one content provider may be included in the system10. The head end12is used for distributing the content through the satellite18or the network50to the user receiving device22, client device34, or the virtual reality device36.

A data provider66may also provide data to the head end12. The data provider66may provide various types of data such as schedule data or metadata. The metadata may ultimately be provided to a user device through the program guide system. The metadata may include various descriptions, ratings, titles, user ratings, television or parental guidance ratings, descriptions, related descriptions and various other types of data. The data provider66may provide the data directly to the head end12and may also provide data to various devices such as the client device34, virtual reality device36, mobile device44and the user receiving device22through the network50or the user receiving device22via the router30. This may be performed in a direct manner through the network50or indirectly through the user receiving device22.

Referring now toFIG. 2, a user receiving device22, such as a set top box is illustrated in further detail. Although, a particular configuration of the user receiving device22is illustrated, other configurations with an internal controller receiving content may be implemented. Each of the components illustrated may be capable of communicating with each other.

The antenna24may be one of a number of different types of antennas that includes one or more low noise blocks. The antenna24may be a single antenna24used for satellite television reception. The user receiving device22is in communication with the display58. The display58may have an output driver112within the user receiving device22.

A controller (or control module)114may be a processor such as a microprocessor that cooperates with control software. The controller114may be used to coordinate and control various devices of the user receiving device22. These devices may include a tuner120, a demodulator122, a decoder124(e.g., a forward error correction decoder), a buffer and/or other devices.

The tuner120receives a signal and/or data via an individual satellite channel and/or channel bonding. The tuner120may receive television programming content, program guide data or other types of data. The demodulator122demodulates the signal and/or data to form a demodulated signal and/or data. The decoder124decodes the demodulated signal to form decoded data and/or a decoded signal. The controller114may be a chip-based multi-functional controller. Although only one tuner120, one demodulator122and one decoder124are illustrated, multiple tuners, demodulators and decoders may be provided within a single user receiving device22.

The controller114is in communication with a memory130. The memory130is illustrated as a single box with multiple boxes therein. The memory130may include different types of memory, such as a hard drive, a flash drive and various other types of memory. The different boxes represented in the memory130may be other types of memory or sections of different types of memory. The memory130may include non-volatile memory and/or volatile memory.

The memory130may include storage for content data and operational data collected during operation of the user receiving device22. The memory130may also include advanced program guide (APG) data. The program guide data may include various amounts of data including two or more weeks of program guide data for a program guide. The program guide data may be communicated in various manners including through the satellite18ofFIG. 1. The program guide data may include a content or program identifiers, and various data objects corresponding thereto. A program guide may include program characteristics for respective program content. The program characteristic may include ratings, categories, sports information, content identifier and producer data. The data may also include various user profiles such as other settings like parental controls.

The memory130may also store a user receiving device identifier that uniquely identifies the user receiving device22. The user receiving device identifier may be used in communications through the network to address commands thereto.

The memory130may also include a digital video recorder. The digital video recorder132may be a hard drive, flash drive, or other memory device. A record of the content stored in the digital video recorder132is a playlist. The playlist may be stored in the DVR132or a separate memory as illustrated.

The user receiving device22may also include a user interface150. The user interface150may be of various types or combinations of various types of user interfaces and include a keyboard, push buttons, a touch screen and/or a remote control. The user interface150may be used to select a channel, select information, change the volume, change appearance of a display, and/or perform other functions. The user interface150may be used for generating a selection signal for selecting content and/or data shown on the display58.

A network interface152may be included within the user receiving device22to communicate various data through the network50illustrated above. The network interface152may be configured for a WiFi, WiMax, WiMax mobile, wireless, cellular, and/or other type of communication systems. The network interface152may use various protocols for communication therethrough including, but not limited to, hypertext transfer protocol (HTTP).

A Bluetooth® module154may send and receive Bluetooth® formatted signals to or from the client device34and/or virtual reality device36. Both the Bluetooth® module154and the network interface152may be connected to one or more wireless antennas156. The antennas156generate RF signals that may correspond to user receiving device identifiers.

A remote control device160may be used as a user interface for communicating control signals to the user receiving device22. The remote control device may include a keypad162for generating key signals that are communicated to the user receiving device22.

The controller114may also include a network transmission module172. The network transmission module172may be used to (i) generate and communicate signals that are renderable such as the program guide, playlist and other menus, and also (ii) communicate the output of the decoder124. The signals, which are formed by the network transmission module172, may include both audio signals and video signals. One suitable transmission format for live signals to a client is a digital transmission content protection over Internet protocol (DTCP-IP). The user receiving device22may communicate securely with the client using the DTCP-IP signals. A video encryption module176may encrypt video signal and audio signals communicated from the user receiving device22. A remote interface server module174may be used for communicating the program guide, banners, playlists and other renderable signals without the need for encryption. By providing renderable signals, the client device34may include or be implemented as a computer, a mobile device, and/or a gaming device.

Referring now toFIG. 3, the head end12is illustrated in further detail. The head end12may include various modules for intercommunicating with the client device34and the user receiving device22, as illustrated inFIG. 1. Only a limited number of interconnections of the modules are illustrated in the head end12for drawing simplicity. Other interconnections may be present in a constructed example. The head end12receives content from the content provider64illustrated inFIG. 1. A content processing system310processes the content for communication through the satellite18. The content processing system310may communicate live and recorded content as linear content (at a predetermined time and on a corresponding channel). The content processing system310may be connected to a content repository/memory312for storing content therein. The content repository/memory312may store and process on-demand or pay-per-view content for distribution at various times. The virtual reality device36may also display on-demand content. The pay-per-view content may be broadcasted in a linear fashion (at a predetermined time according to a predetermined schedule). Linear content is presently broadcasting and may also be scheduled in the future. The content repository/memory312may also store on-demand content therein. On-demand content is content that is broadcasted at the request of a user receiving device and may occur at any time (not on a predetermined schedule). On-demand content is referred to as non-linear content.

The head end12also includes a program data module313that may include various types of data related to programming past, present and future. A program guide module314may also be included in the program data module313. The program guide module314may include the programming data for present and future program data. The program guide module314communicates program guide data to the user receiving device22illustrated inFIG. 1. The program guide module314may create various objects that are communicated with various types of data therein. The program guide module314may, for example, include schedule data, various types of descriptions for the content, and content identifiers that uniquely identify content items. The program guide module314may communicate up to two weeks of advanced guide data for linear content to the user receiving devices. The guide data includes, for example, tuning data such as time of broadcast data, end time data, channel data, and transponder data. Guide data may also include content available on-demand and pay-per-view content.

An authentication module316may be used to authenticate different user receiving devices, client devices and virtual reality devices that communicate with the head end12. Each user receiving device, client device and virtual reality device may have a unique identifier. The user identifiers may be assigned at the head end or associated with a user account at the head end12. The authentication module316may be in communication with a billing module318. The billing module318may provide subscription data and authorization data suitable for the user receiving devices, the client devices and virtual reality devices that interact with the head end12. The authentication module316ultimately permits the user receiving devices and client devices to communicate with the head end12. Authentication may be performed by providing a user identifier, a password, a user device identifier or combinations thereof.

A content delivery network352may be in communication with a content repository312. The content delivery network352is illustrated outside of the head end12. However, the content delivery network352may also be included within the head end12. The content delivery network352may be managed or operated by operators other than the operators of the head end12. The content delivery network352may be responsible for communicating content to the various devices outside of the head end12. Although only one content delivery network352is illustrated, multiple content delivery networks may be used.

Referring now toFIG. 4, the client device34is illustrated in further detail. The client device34includes a controller410. The controller410is in communication with a microphone412, which receives audible signals and converts the audible signals into electrical signals. The audible signals may include a request signal. The request signal may be to: perform a search; obtain guide data, network data, and/or playlist data; select a sports game and/or channel; select an option and/or a viewing parameter; execute an App; display a game; select a section, seat, camera, view; etc.

The controller410is also in communication with a user interface414. The user interface414may include buttons, input switches and/or a touch screen.

A network interface416is also in communication with the controller410. The network interface416may be used to interface with the network50. As mentioned above, the network50may be a wireless network or the internet. The network interface416may communicate with a cellular system or with an Internet or both. A network identifier may be attached to or associated with each communication signal received from the client device34, such that a determination may be made by another device as to whether the client device34and the user receiving device22are in the same local area network.

The controller410may also be in communication with the display60described above inFIG. 1. The controller410may generate graphical user interfaces and content descriptions.

The controller410may also include a gesture identification module438that identifies gestures performed on the display60. For example, a user in providing a gesture may drag a finger up, down, and/or sideways on the display60and/or hold the finger in a location on the display60for a predetermined amount of time. A gesture performed on a certain screen may be (i) translated into a particular control command for making a selection, and/or (ii) translated into a signal communicated to the user receiving device22.

The client device34and/or the virtual reality device36may include a virtual reality module456. The virtual reality module(s)456may be included within the controller410of the client device34or in the controller510(shown inFIG. 5) of the virtual reality device36. The virtual reality module456may obtain sensor data and scale live video for display by a virtual reality device (the virtual reality device36or a combination of the devices34,36) based on the sensor data. That is, a live television display area may be defined within graphics of a virtual reality program or application executed by the virtual reality device. The field-of-view and viewing angle of a virtual reality 3D environment may change based on the sensor data. Output of the virtual reality module may include audio and video signals. The video signals may include image data that is displayed on the display42or60.

The controller410may also include a video decryption module457for decrypting the encrypted audio signals and video signals received from the user receiving device to form decrypted signals. The decryption module457may decrypt the DTCP-IP formatted signals. An audio and video decoder458processes the decrypted signals for display. A remote user interface renderer460renders the non-encrypted signals to form a displayed image of, for example, a program guide. The video and rendered graphics signals may be communicated to the virtual reality module456for scaling and display together with the virtual reality graphics.

Referring now toFIG. 5, a block diagrammatic view of virtual reality device36is set forth. The virtual reality device36may include a microphone512that receives audible signals and converts the audible signals into electrical signals. A touchpad516provides digital signals corresponding to the touch of a hand or finger. The touchpad516may sense the movement of a finger or other user input. The virtual reality device36may also include a movement sensor module518that provides signals corresponding to movement of the device. Physical movement of the device may also correspond to an input. The movement sensor module518may include sensors519, such as accelerometers, moment sensors, optical/eye motion detection sensors, and/or other sensors that generate signals allowing a device to determine relative movement and orientation of the device and/or movement of eye balls of a user (referred to as gaze tracking). The movement sensor module518may also include a magnetometer. Sensor data provided by the various sensors519may be used to select tiles, stadium sections, stadium seats, stadium cameras, viewing angles, entries of shown tables, etc. The touchpad516and the sensors519provide input and/or feedback from a user for the selection of offered/shown items and provide commands for changing a shown field of view (FOV).

The virtual reality device36may also include a network interface520. The network interface520provides input and output signals to a wireless network, such as the internet. The network interface520may also communicate with a cellular system.

A Bluetooth® module522may send and receive Bluetooth® formatted signals to and from the controller510and communicate the signals externally to the virtual reality device36. Bluetooth® may be one way to receive audio signals or video signals from the client device34.

An ambient light sensor524generates a signal corresponding to the ambient light levels around the virtual reality device36. The ambient light sensor524generates a digital signal that corresponds to the amount of ambient light around the virtual reality device36and adjusts the brightness level in response thereto.

An A/V input526may receive the audio signals and the video signals from the client device34. In particular, the A/V input526may be a wired or wireless connection to the virtual reality application of the client device34.

The controller510may also be in communication with the display42an audio output530and a memory532. The audible output530may generate an audible signal through a speaker or other device. Beeps and buzzers to provide the user with feedback may be generated. The memory532may be used to store various types of information including a user identifier, a user profile, a user location and user preferences. Of course, other operating parameters may also be stored within the memory532.

Referring now toFIG. 6, the movement sensors518ofFIG. 5may be used to measure various perimeters of movement. A user610has the virtual reality device36coupled thereto. The moments around a roll axis620, a pitch axis622and a yaw axis624are illustrated. Accelerations in the roll direction630, the pitch direction632and the yaw direction634are measured by sensors within the virtual reality device36. The sensors may be incorporated into the movement sensor module518, the output of which is communicated to the client device34for use within the virtual reality module456. An example touchpad638is shown on a side of the virtual reality device36.

The virtual reality device36includes a head mounted display (HMD)42. The HMD42may be the display60of the client device34ofFIG. 1or may be a display that is fixed within the virtual reality device36.

Referring now toFIG. 7, an example of the virtual reality module456is illustrated in further detail. The virtual reality module456may include a sensor fusion module710that receives the sensor signals from the sensors519, the touchpad516, the microphones412,512ofFIGS. 4-5. The sensor fusion module710determines the ultimate movement of the virtual reality device36and/or eyeball movement to change content being displayed and/or to select a portion of content being shown.

The virtual reality module456may also include a live definition module712. The display definition module712may define a display area for displaying live signals and/or renderable signals with the displayed graphics of an application or program.

The virtual reality system11disclosed herein change images and/or field of view angles displayed based upon the position of a head of a user, movement of the head (thus movement of the virtual reality device36ofFIG. 1), audio command or request signals of the user, and/or eye movement of the user, as determined by the sensor fusion module710. The movement of the head corresponds directly to the movement of the virtual reality device36. The output of the display definition module712may be input to a synchronization module714. The synchronization module714coordinates the position of the video display with the output of the sensor fusion module710. The synchronization module output714is communicated to an integration module720.

The integration module720may also receive an output from a scaling module724. The renderable or live television signals716are communicated to the scaling module724to be properly scaled for the size and perspective of a display area of graphics generated by the virtual reality module456. The renderable or live television signals716may be replaced with other video content signals. The integration module720outputs rendered signals corresponding to the application and the live television signals that have been scaled to the display42. This may include sending audio content to one or more speakers of: the virtual reality device36; and/or the client device34if the client device34is being used as part of the virtual reality device36.

A user input730from a user interface such as a game controller or a touch screen may also be used to change the screen display. For example, the video may change from the display area graphics to a full screen upon command from the user. A button or voice command signal may be generated to perform this function.

FIG. 8shows an example of a portion of the controller (or control module)510. The controller510may further include a sensor module750, a launch module752, an interactive viewing module754, a selection module756, a display module758, an options module760, an upgrade module762, and a scoreguide module764. The sensor module750may include the sensor fusion module710ofFIG. 7and receive sensor signals SENS from the sensors519ofFIG. 5, audio signals AUDIO from microphones412,512ofFIGS. 4-5, and/or a signal TP from an input device (e.g., a device having buttons and/or a touch pad) on a virtual reality device (e.g., one of the virtual reality devices disclosed herein). The sensor module750may generate a viewing angle signal VA and/or a sensor input signal INPUT. The viewing angle signal VA may indicate: linear and/or angular motion and/or position of a virtual reality device (the virtual reality device36ofFIG. 1or other virtual reality device); motion and/or position of user eye balls; a requested viewing angle; an amount of time the virtual reality device36and/or user eye balls are located in particular positions; angular position information; displacement from a previous position; and/or other position indicative information indicating position, angles and/or orientation of the virtual reality device and/or eye balls in 3D space. The input signal INPUT may be generated based on the signal TP and indicate, for example, buttons pressed by a user, length of time the buttons are pressed, and/or other input information.

The launch module752launches an App (i.e. starts execution of a selected App). For example, a user may launch a sports App, as further described below with respect to the method ofFIG. 9. This may be based on and/or in response to one or more of the signals VA, INPUT and/or the information included in the signals VA, INPUT. The launch module752may generate a signal START indicating that the App is started and/or video content to be displayed on the display764.

The interactive viewing module754may generate a field-of-view signal FOV indicating a FOV based on one or more of the signals VA, INPUT and/or the information included in the signals VA, INPUT. The FOV may include and/or be a portion of a virtual reality environment and is displayed on the display764(e.g., one of the displays42,60). The virtual reality environment may be viewed (i) at a location remotely located away from and external to a facility in which a sports game is being played, or (ii) at a location within the facility. The sports game is viewed in the virtual reality environment. This allows a user to view the sports game at different points of reference and to look around the inside of the facility from the different points of reference. As an example, the user may see these views while sitting at home. As another example, a user may be sitting in a first location in the facility and via the virtual reality device36see the inside of the facility from other locations.

As a user's head and/or eye balls move, the FOV changes. The FOV may be a view from one or more cameras within a stadium. Images from one or more cameras may be stitched together to provide up to a 360° virtual reality environment for viewing inside the stadium. The images may be received by the head end12ofFIG. 1and forwarded to the virtual reality device. The images may be stitched together via the headend12, the controller410of the client device34, the controller510of the virtual reality device36and provided to the interactive viewing module754. The images may be forwarded to the virtual reality device36prior to receiving updated versions of the signals VA, INPUT to provide quick response time in viewing the FOV on the display764.

As further described below, the user may select various viewing parameters for one or more points of reference within the stadium. One or more cameras may be located at each of the points of references. The user may select which of the points of reference at which the user can view up to a 360° FOV. This may include selecting seat locations, section locations, side-line locations, overhead locations, and/or other locations of the cameras.

The selection module756may be used to implement selections by a user. The selection module756may select a game, a channel, options, viewing parameters, an App, camera locations, points of reference, etc. The selection module756may generate a selection signal SLCT indicating the selections based on one or more of the signals VA, INPUT. The selection module756may monitor the signal INPUT and/or movement of the HMD, virtual reality device, and/or eye balls and/or the signals from the microphones412,512to determine whether the user has made a certain selection. For example, if the user's head moves, a cursor displayed on the display764may be moved from one tile or chicklet to another tile or chicklet to select a certain sports game, App, stadium seat, stadium section, camera, point of reference, etc. The various items that may be selected may be highlighted, circled, and/or are identified in some other manner as the user's head and/or eye balls move to allow the user to make the appropriate selection. In one embodiment, when the user stops on one of the selectable items for a predetermined period of time that item is selected.

The display module758controls display of a virtual reality environment and other video content on the display764. This may be based on: one or more of the signals VA, INPUT, START, SLCT, FOV from the modules750,752,754,756; signals received from the modules760,762; and/or signals EXTERNAL, SG, where SG is a scoreguide signal. The signal EXTERNAL may include signals with video and/or audio content, scoreguide information, statistics, menu data, etc. received from the headend12, the user receiving device22, the router30, client device34, and/or the network50. The signal EXTERNAL and/or content and information provided in the signal EXTERNAL may be provided to any of the modules of the controller510and based on which the modules may perform corresponding tasks. The scoreguide signal SG is a scoreguide signal that may be generated by the scoreguide module764based on the signals VA, INPUT. A user may move the virtual reality device, eyeballs, and/or command viewing of an area to the left, right, up, and/or down relative to point in a center of a current FOV. Based on this, the scoreguide module764may display a scoreguide (sometimes referred to as a scoreboard) and/or corresponding information to the left, right up and/or down of the point in the center of the current FOV. This is further described below with respect to the method ofFIG. 16.

The options module760may generate video content for various different options that may be displayed on the display764and selected by a user, as may be indicated by the selection signal SLCT. The options may include channels, tiles, games, stadium sections, stadium seats, stadium cameras, package deals, etc. The options may be offered by the content provider and/or the headend and downloaded to the upgrade module. The upgrade module762may generate video content for various different upgrade options that may be displayed on the display764. The upgrades may include upgrading: stadium sections; stadium seats; locations of stadium cameras; range of angles for FOV; number of cameras; number of seats; number of sections; from video only access to video and audio access for the selected section(s), seat(s), and/or camera(s); and/or other upgrades. The upgrades may be offered by the content provider64and/or the headend12and downloaded to the upgrade module762.

FIG. 9shows an example of a FOV790displayed on a screen or display (e.g., the display764ofFIG. 8) of a virtual reality device (e.g., the virtual reality device36ofFIG. 6). The FOV790includes: a center window800showing a view of a currently being watched sports game; a displayed channel section802including tiles804, where each of the tiles804shows live sports channels of other sports games and/or sports talk channels; a scoreguide806of the sports game displayed in the center window800; a non-displayed channel section808including tiles810, where each of the tiles810indicates information pertaining to a currently being played sports game that is not currently displayed in the FOV790; and a statistic section812. The scoreguide module764ofFIG. 8may generate the content shown in the scoreguide806and/or in the sections808,812. The statistic section812may include statistics for: the sports game and/or players and/or coaches associated with the sports game being viewed in the center window800; other sports games, players and/or coaches; other games, players and/or coaches of a same type of sports game (football, basketball, baseball, hockey, etc.) and/or competition level of sports (e.g., professional, minor leagues, college, high school, etc.) as that being shown in the center window800. A user may focus on and/or select one of the tiles804and/or tiles810to be displayed in the center window800. Audio being heard may be for the game displayed in the center window800.

The FOV190may also display a view within the stadium of the game shown in the center window800. The view within the stadium may be live, a previous recorded view, a modified view or a computer generated representative view. The view may simply be a view of any stadium or of any stadium in which the type and/or competition level of the sports game shown in the center window800is played.

Information displayed on the scoreguide806and in the sections808,812may be downloaded prior to and/or via a different channel than that used to download video content displayed in the section802and/or the center window800. Views inside a stadium may also be downloaded prior to and/or via a different channel than that used to download video content displayed in the section802and/or center window800. The views inside the stadium may be live views, previously captured views, stored representative (not actual) views of inside the stadium, and/or modified views. The information may be stored in, for example, the memory532. This minimizes an amount of data being downloaded at any moment of time on any channel.

A user's head and/or eye balls may move to zoom in on and/or only view portions of that shown in the FOV790. For example, the user's head and/or eye balls may move to the left and remain in that area for a predetermined period upon which time the corresponding HMD shows the tiles804and the center window800and not the scoreguide806, tiles810and/or statistic section812.

A cursor, frame or other indicator may be shown over one of the tiles804,810and/or one of the tiles804,810may be highlighted to indicate which of the tiles804,810a user is selecting. Movement of the user's head and/or eye balls may move the indicator over a different one of the tiles804,810and/or may change which one of the tiles804,810are highlighted. As an example a frame820is shown in the section802and a frame822is shown in section808. Moving the indicator and/or highlighting one or more tiles may also be done via the touchpad on the virtual reality device36. Some of the tiles808may indicate live scores of the sports games shown in section802. The tiles808may show: team trademarks, mascots, and/or symbols; which quarter or period is being played; which team has possession of the ball; records of each of the teams playing; etc. The frames820,822may be for the same game or different games. In one embodiment, all of the sports games, channels, tiles, sections, scores, statistics shown in the FOV790are for the same type of sport and/or the same competition level of that sport.

The FOV790may be customizable by the user. The user may select which channels/sports games are shown in section802,808. The user may select: what game and/or information is shown in the center window800; what statistics are shown in section812; the number of channels/games shown in section802; whether multiple games are shown in respective windows similar to the center window and centered in a FOV by motion of the virtual reality device and/or eye balls of the user; etc.

FIG. 11shows an example of a three-dimensional (3D) view of a stadium830including selectable tiles as seen via the virtual reality device36and/or display764ofFIGS. 1, 6, 8. Selectable sections832of the stadium830are outlined. A user may move the virtual reality device36and/or his/her eye balls to place an indicator over and/or highlight one of the sections. When a user selects a game to view, a 3D view of a stadium of the selected game may be shown to the user to allow the user to select one or more sections, seats, cameras, points of reference, etc. at or from which to view inside the stadium.FIG. 11shows an example by which a user can select a section.FIG. 12shows an example by which a user can select a section and/or a point of reference. Each of the points of reference refers to a location in the stadium at which one or more cameras are positioned. This allows for different 360° viewing angles. Sections840and points of reference842are shown. This allows the user to, in a virtual reality environment, experience inside the stadium at various points of reference and to move his/her head and/or eyeballs to view up to 360° at each of the points of reference.

FIG. 13is another example of a 2D overhead view of a stadium with selectable sections850, which may be shaded and/or colored based on price range.FIG. 14shows another example of a 2D overhead view of a portion of a stadium illustrating selectable seats860and corresponding sections862and rows. Arrows may be used to point to one or more seats at which cameras may be located to provide respective points of reference.

Price for viewing may be different depending on the section, point of reference, and locations of one or more cameras. Tiered pricing may be provided in an a la carte format, in a tiered subscription price model, and/or in some other format. For example, a user may select a baseline subscription to multiple sports events and/or a single viewing of a certain sports event and be provided with default or baseline viewing permissions. The baseline viewing permissions may allow the user to view the selected game in a high-up bleacher point of reference near, for example, an end zone of a football field. As the user upgrades his/her subscription and/or point of reference, the view may become closer and closer to the 50 yard line and/or closer to or by coaches, football players, cheerleaders and/or other team personnel. The better the location and the more features/options selected the better the subscription package and accordingly the higher the price of the subscription package.

One or more tables may be stored in532of the virtual reality device36. The tables may provide pricing for the various features, options, packages that may be selected. The tables and/or corresponding information may be displayed on the display42and selected by movement of the virtual reality device36and/or eye balls of the user, the touchpad516, and/or the microphones412,512. As an example, the table(s) may include pricing for: whether one or more stationary cameras are selected; whether one or more moving cameras are selected; whether a sideline left, center or right view has been selected; which sections, seats, points of reference, and range of angles viewable at the selected points of reference are selected; whether 360° of viewing is selected; whether audio is selected; etc. Stationary cameras may refer to cameras at or near certain seats, poles, fixed structures, etc. within a stadium. Moving cameras may refer to cameras on, for example, wires and moving over a play field. A side line view may refer to a point of reference located near a sideline of the play field. This may be near a coach, a player, or other person near a side line. This may include a view from a camera located on a coach, a player or other person near a side line. The tables may include pricing for: numbers of sporting events selected; whether all games of a certain type and/or competition level are selected; number of stadiums selected; number of sections selected; number of seats selected; number of points of reference selected; whether unlimited viewing is selected; etc. The tables may include pricing for various packages including pricing for upgrades and/or promotional deals. The tables may further include pricing for: season packages; daily/monthly/yearly packages; etc. The tables may include tiered pricing of points of reference based on demand to view each game. For example, points of reference for a regular season game may be less than points of reference for a playoff game. There may be different pricing for cameras located on the playing field and/or on a player verses cameras located off of the playing field.

The tables may further include pricing for points of reference based on the number of cameras at the points of reference. Each point of reference may have any number of cameras. The larger the number of cameras, generally the better the 360° view at the corresponding point of reference.

For further defined structure of the modules ofFIGS. 2-5 and 7-8see below provided methods ofFIGS. 15-16and below provided definition for the term “module”. The systems disclosed herein may be operated using numerous methods, example methods are illustrated inFIGS. 15-16.FIG. 15shows a flowchart of a method for controlling a virtual reality device (e.g., the virtual reality device36ofFIG. 1). Although the following tasks are primarily described with respect to the implementations ofFIGS. 1-14, the tasks may be easily modified to apply to other implementations of the present disclosure. The tasks may be iteratively performed. The below described tasks may be performed by modules of the controller510.

The method may begin at900. At902, an App (e.g., stadium view App) is launched by the launch module752. The App allows sporting events and stereoscopic VR channels to be stereoscopically viewed live and/or for playback using a virtual reality HMD (e.g., the virtual reality device36). If played back, the video content may be downloaded from the headend12to one of the devices22,36,44,46prior to or after selection and request of the video content by a user. If downloaded prior to the selection, the download may be based on viewing history, viewer authorization level, and/or viewing preferences of the user. The prior downloading allows for quick response time for playing the video content when selected by the user. The user may select a sports App, by selecting one of multiple tiles of Apps shown on the display42, verbally requesting the App, or touching the touchpad516. At904, if the display42is a display of a client device (e.g., mobile device), then task906may be performed, otherwise task908may be performed.

At906, the launch module752may display a message indicating to the user to connect the client device34to or plug the client device34in the virtual reality device36. This allows a screen of the client device34to be used as a display for the virtual reality device36.

In one embodiment, a FOV (e.g., the FOV790) may be displayed on the virtual reality device at908. As a default, a last watched sports channel or a game having a team that was last watched may be displayed. As a default, a preferred channel or game with a preferred team may be displayed. As another example, a game may be selected from a preferred type of sports game and/or competition level of the user.

At910, a sports game may be selected other than the default sports game, as described above. This selection may be performed based on the signals from the sensors519, the touchpad516, the microphones412,512and/or other sensors and devices on the virtual reality device36and receiving input from the user. At912, display module758or the options module760may determine whether the user has already selected options for the selected sports game and has permission to view the selected game. If the options have already been selected and the user has permission, task920may be performed or task918may be performed, as shown. If the options have not already been selected, task914may be performed. If the options have already been selected, but the user does not have permission to view the selected game according to the options selected, the display module758may display a message indicating permission denied and/or show a window allowing the user to pay for the options selected.

At914, various viewing options may be shown via the display42. This may include showing any of the above-described tables and/or corresponding information and viewing parameters. This may include showing tiles having respective options that the user may select. The user may select and pay for the selected options if the selected options have not previously been paid. This may also include showing birds-eye views and/or other views of the stadium (e.g., the views shown inFIGS. 11-14) to allow the user to select sections, seats, cameras, and/or points of view.

At916, one or more of the options and/or corresponding viewing parameters may be selected. This may include the sensor module750receiving signals from the touchpad516, the microphones412,512, and/or the sensors519and the selection module756generating the selection signal SLCT, as described above. Task918may be performed after task916.

In another embodiment and prior to task908, tiles and/or a menu of current sports games are shown from which the user may select one or more to view. A selected sports game may then be shown in the center window800at908.

At918, the upgrade module762may generate a signal to display one or more upgrades based on the previously selected options. The upgrades may be shown in respective tiles on the display42. At920, the user may accept or deny one or more of the upgrades being offered.

At922, the display module758displays a second FOV (stadium virtual reality FOV) from a point of reference selected for viewing. A user may switch between different points of reference if more than one point of reference has been selected and the user has permission to view the additional one or more points of reference. The switching between points of reference may be done via, for example, the touchpad516or by staring at a certain area within the shown FOV for a predetermined length of time.

At924, selection module756and/or display module758monitors the sensors519, the touchpad516, the microphones412,512and/or other sensors and device generating signals indicative of whether the user is commanding: a change of a viewing angle for a current point of reference; is commanding a change of a current point of reference to another point of reference; is commanding to switch from viewing the stadium from the current point of reference to viewing a menu or multi-game FOV (e.g., the first FOV790); and/or is commanding some other task be performed. Task924may be performed throughout the method ofFIG. 15.

At926, if the point of reference is maintained, then task928may be performed to adjust the viewing angle for the point of reference. This may include selecting image data from different cameras at the point of reference. If the point of reference is not maintained, task930may be performed.

At930, a determination is made as to whether the same sports game and/or channel is to be maintained. If the same sports game and/or channel are to be maintained, task932may be performed to change the point of reference. This allows the user to view the inside of the stadium for the currently watched sports game from a different point within the stadium. If the same sports game and/or channel are not to be maintained, task934may be performed.

At934, the controller510and/or the display module758changes to showing a menu and/or a multi-game FOV (e.g., the FOV790). This allows the user to select a different game, to view multiple games, and/or check statistics. Subsequent to task934, task910may be performed.

The above-described tasks are meant to be illustrative examples; the tasks may be performed sequentially, synchronously, simultaneously, continuously, during overlapping time periods or in a different order depending upon the application. Also, any of the tasks may not be performed or skipped depending on the implementation and/or sequence of events.

The above-described examples allow a user to watch sporting events via an immersive virtual reality HMD. The user is able to view a virtual reality environment in which the user is able to view inside the stadium as if the user were at a point of reference within the stadium. The user can have a 360° view from a selected point of reference, as well as be able to look upward (allowing the user to look at higher seats, a scoreboard, and/or ceiling of the stadium) and/or downward (allowing the user to look at lower seats, sideline areas, end zones, playing field, rink, court, etc. This benefits consumers with disabilities that may not be able to physically go to the stadium and/or travel by providing exclusive camera angles of a sporting event (e.g., national football league (NFL®) Sunday Ticket by DIRECTV® content). Video content of sports channels (e.g., Red Zone Channel®, DIRECTV Fantasy Zone Channel™) may also be viewed in a virtual reality environment.

FIG. 16shows a flowchart of a method for controlling a virtual reality device (e.g., the virtual reality device36ofFIG. 1). Although the following tasks are primarily described with respect to the implementations ofFIGS. 1-14, the tasks may be easily modified to apply to other implementations of the present disclosure. The tasks may be iteratively performed. The below described tasks may be performed by modules of the controller510.

The method may begin at950. At951, a user may preselect teams, games, sports events, cities, regions, sports channels, types of sports, competition levels, number of channels to display, etc. via the client device34(e.g., mobile phone). This may include configuring layouts of one or more scoreguides. This may include selecting and launching an App on the client device34, receiving the user's selection as an input, and forwarding the selections to the headend12and the virtual reality device36.

At952, an App (e.g., stadium view App or scoreguide view App) is launched by the launch module752. The App allows sporting events and stereoscopic VR channels to be to be stereoscopically viewed live and/or for playback using a virtual reality HMD (e.g., the virtual reality device36). The stadium view App allows a user to look to the left, right, up and/or down to view a scoreguide. The scoreguide may include: a score of a current game being watched; sports information pertaining to the current game being watched; tiles with sports information for other currently being played games; scores of other games previous played; statistics; etc. The sports information may include: trademarks, symbols, and/or mascots of the teams playing in the current game; records of the teams playing in the current game; an indication of the team having possession of the ball or puck; a current down; time remaining in a current quarter or period; yards to go to first down; penalties; timeouts remaining; etc.

FIG. 17shows an example of a field of view1000showing a center window1002, and two scoreguides1004,1006, which are on left and right sides of the center window1002. The center window1002displays the current game being watched. In one embodiment, the scoreguides1004,1006are not shown unless the user looks to the left or the right. If the user looks to the left, the scoreguide1004and/or the center window1000are shown. If the user looks to the right, the scoreguide1006and/or the center window1000are shown. The scoreguides1004,1006may be shown directly to the left or to the right or may be offset vertically from the center window1000, as shown. AlthoughFIG. 17shows scoreguides to the left and right of the center window1000, scoreguides may be shown above or below the center window1000. This may occur when the user looks above or below the center window1000.

If played back, the video content may be downloaded from the headend12to one of the devices22,36,44,46prior to or after selection and request of the video content by a user. If downloaded prior to the selection, the download may be based on viewing history and viewing preferences of the user. The prior downloading allows for quick response time for playing the video content when selected by the user. The user may select a sports App, by selecting one of multiple tiles of Apps shown on the display42, verbally requesting the App, or touching the touchpad516. At954, if the display42is a display of a client device (e.g., mobile device), then task956may be performed, otherwise task958may be performed.

Referring again toFIG. 16, at956, the launch module752may display a message indicating to the user to connect the client device34to or plug the client device34in the virtual reality device36. This allows a screen of the client device34to be used as a display for the virtual reality device36.

In one embodiment, a first FOV (e.g., the FOV1000) or a portion thereof may be displayed on the virtual reality device at958. As an alternative, a FOV including a menu or array of tiles of selectable games may be displayed, as stated inFIG. 16. If the FOV1000is displayed, then a game may be displayed based on the preselections obtained at951. As an alternative, a default, a last watched sports channel, a last watched game, and/or a game having a team that was last watched may be displayed. As a default, a preferred channel or game with a preferred team may be displayed. As another example, a game may be selected from a preferred type of sports game and/or competition level of the user. If however the menu or array of tiles of selectable games is displayed, then multiple boxes or chicklets may be displayed that respectively indicate information regarding current games being played, such as team names, types of sporting event, team logos, trademarks, symbols, mascots, scores, and/or other information pertaining to the corresponding game. The tiles may be similar to the tiles in the section808ofFIG. 9.

At960, a sports game may be selected other than the sports game displayed at958. This selection may be performed based on the signals from the sensors519, the touchpad516, the microphones412,512and/or other sensors and devices on the virtual reality device36and receiving input from the user. As another selection example, a user may tap and hold a button on the virtual reality device36to make a selection. As another selection example, a user may hover over a displayed tile with the user's eyes to select the tile. A user may select a tile and drag the tile around a FOV to select where a game is to be displayed in the FOV. Also, the selections disclosed herein may be based on signals from one or more of the sensors519, the touchpad516, the microphones412,512and/or other sensors and devices on the virtual reality device36. Thus, a single selection may be based on a combination of signals from different ones of these devices.

At962, the display module758displays a second FOV (e.g., the FOV1000, which may be referred to as a stadium virtual reality FOV). The second field of view may include a center window (e.g., the center window1002) and one or more scoreguides (e.g., the scoreguides1004,1006). The second FOV1000may show the game as would be seen on a television (e.g., 2D view of a game as provided by a sports channel) or may show the game from a point of reference within a stadium of the game selected for viewing, as described above. A user may switch between different points of reference if more than one point of reference has been selected and the user has permission to view the additional one or more points of reference, as also described above. The scoreguides may be displayed to the left, right, above or underneath the center window and may be displayed based on outputs of the sensors519, the touchpad516, the microphones412,512and/or other sensors and devices on the virtual reality device36and receiving input from the user. This is different than pressing a button on a remote control to launch a scoreguide on a television. As a default, one or more scoreguides or no scoreguides may be shown as a default. Display of multiple scoreguides may be referred to as a stereoscopic conversion and display of a scoreguide. The scoreguides may be moved around and/or tiles within each of the scoreguides may be moved around within the virtual reality environment to provide a custom layout. If more than one scoreguide is displayed, the scoreguides may include the same or different tiles, information, etc.

At964, the signals from the sensors519, the touchpad516, the microphones412,512and/or other sensors and devices on the virtual reality device36and receiving input from the user are monitored. Task964may be performed more than once and at any point during the method ofFIG. 16.

At966, based on the input from the user, the scoreguide module764or the display module758determines whether a scoreguide is displayed. If a scoreguide is displayed, task968may be performed, otherwise task972may be performed.

At968, the selection module756or the display module758determines whether another game is selected. If another game is selected, task970may be performed, otherwise task964may be performed.

At970, the display module758changes a channel and/or game being displayed on the display764of the virtual reality device36. At972, the selection module756or the display module758may determine if a signal from the sensors519, the touchpad516, the microphones412,512and/or other sensors and devices on the virtual reality device36has been receive to display a scoreguide. The selection module756or the display module758may also determine if a signal (e.g., the signal EXTERNAL) has been received with content for a scoreguide. If the signals have been received, task974may be performed to display a scoreguide. Task964may be performed subsequent to task972if the signals have not been received. Subsequent to displaying a scoreguide, the user may return to directly looking at the center window of the game. At this point the scoreguide may no longer be displayed.

The above-described method allows users to check scores via interactive service items (e.g., game chips/tiles and/or scoreguide) in comfort of their own home via a HMD by simply looking in a particular direct in which the users want to see the interactive service items. The scoreguide allows a user to check their favorite team's score without having a portion of a view of a game covered by the scoreguide. The user can look in a particular direction relative to the view of the game to view the scoreguide and/or select other games and/or sports channels. This allows a view of the current game to continue being displayed and enables the user to view additional sports scores.

The images displayed during the above-described methods may be updated periodically. This includes images of games, scoreguides, stadiums and/or other displayed images. A refresh rate of the images associated with a game and/or playing field may be faster than a refresh rate associated with a scoreguide and/or or a view inside a stadium that does not include a playing field.

The above-described methods are applicable to any virtual reality platform used to display sports channels and/or events. Some examples of sports channels that may be displayed are NBA League Pass™, NFL Sunday Ticket™, MLB Extra Inning™, and NHL Center Ice™.

The wireless communications described in the present disclosure can be conducted in full or partial compliance with IEEE standards, such as IEEE standard 802.11-2012, IEEE standard 802.16-2009, IEEE standard 802.20-2008 and/or other suitable IEEE standards. In various implementations, IEEE 802.11-2012 may be supplemented by draft IEEE standard 802.11ac, draft IEEE standard 802.11ad, and/or draft IEEE standard 802.11ah.

In this application, including the definitions below, the term “module” or the term “controller” may be replaced with the term “circuit.” The term “module” may refer to, be part of, or include: an Application Specific Integrated Circuit (ASIC); a digital, analog, or mixed analog/digital discrete circuit; a digital, analog, or mixed analog/digital integrated circuit; a combinational logic circuit; a field programmable gate array (FPGA); a processor circuit (shared, dedicated, or group) that executes code; a memory circuit (shared, dedicated, or group) that stores code executed by the processor circuit; other suitable hardware components that provide the described functionality; or a combination of some or all of the above, such as in a system-on-chip. Each module may include and/or be implemented as a computing device, which may be implemented in analog circuitry and/or digital circuitry. Further, the computing device may include a microprocessor or microcontroller that performs instructions to carry out steps performed by various system components.

The term memory circuit is a subset of the term computer-readable medium. The term computer-readable medium, as used herein, does not encompass transitory electrical or electromagnetic signals propagating through a medium (such as on a carrier wave); the term computer-readable medium may therefore be considered tangible and non-transitory. Non-limiting examples of a non-transitory, tangible computer-readable medium are nonvolatile memory circuits (such as a flash memory circuit, an erasable programmable read-only memory circuit, or a mask read-only memory circuit), volatile memory circuits (such as a static random access memory circuit or a dynamic random access memory circuit), magnetic storage media (such as an analog or digital magnetic tape or a hard disk drive), and optical storage media (such as a CD, a DVD, or a Blu-ray Disc). The computer-readable medium and/or memory disclosed herein may include, for example, a hard drive, Flash memory, radon access memory (RAM), programmable read only memory (PROM), electrically erasable programmable read only memory (EEPROM), read only memory (ROM) phase-change memory and/or other discrete memory components.

In this application, apparatus elements described as having particular attributes or performing particular operations are specifically configured to have those particular attributes and perform those particular operations. Specifically, a description of an element to perform an action means that the element is configured to perform the action. The configuration of an element includes providing the hardware and optionally the software to perform the corresponding action in addition to the hardware provided. Examples of the structure that may be used to perform the corresponding action are provided throughout the specification and illustrated by the provided drawings. See the examples of the defined structure disclosed by the modules, devices, elements and corresponding methods described herein. The configuration of an element may include programming of the element, such as by encoding instructions on a non-transitory, tangible computer-readable medium associated with the element.