Patent Publication Number: US-2018050269-A1

Title: Systems and methods for providing a single virtual reality game play instance for multiple clients using different game platforms

Description:
FIELD OF THE INVENTION 
     The present invention relates generally to augmented reality and virtual reality systems, and more particularly, to systems and methods for allowing multiple clients on different game platforms to play a single instance of a virtual reality or augmented reality game. 
     BACKGROUND OF THE INVENTION 
     Virtual reality is a computer technology that replicates an environment, which may be a simulation of a real life environment or an imaginary environment, and simulates a user&#39;s presence in the environment allowing the user to interact with the environment. Current forms of virtual reality are displayed on a computer display or with a special virtual reality headset worn over the user&#39;s eyes, which provides visual and sound simulations of the virtual reality experience. Some simulations also include additional sensory input, such as haptic/tactile feedback to the user to simulate various interactions with the virtual reality. The user may interact with the virtual reality using standard computer input devices such as a keyboard and mouse, and also through multimodal devices such as gloves or other wearables having sensors to detect motion and forces, and/or external motion sensors which detect a user&#39;s position and motions. 
     Augmented reality is similar to virtual reality in that it involves a computerized simulation, but differs in that augmented reality utilizes a real-world environment in which certain elements are augmented and/or supplemented by a computer-generated simulation of sensory input such as video, sound, graphics, and/or tactile feedback. The computer-generated simulation may be overlaid onto a computer reproduction of the real-world environment. 
     For purpose of the present description, the term “virtual reality” shall mean either, or both, virtual reality and augmented reality, as their differences do not affect the present invention. 
     In order to enhance the virtual reality experience, tactile feedback devices, also referred to as haptic devices, have been employed with virtual reality systems. Tactile feedback devices apply forces, vibrations or motions to a user in order to provide tactile sensory input in virtual reality to a user, such as to simulate the sense of touch or to provide other feedback of experiences within the virtual reality, such as crashing, being shot, loading or shooting a gun, or colliding with something. 
     SUMMARY 
     In one aspect, the present invention is directed to an innovative tactile feedback system for use with a virtual reality headset which utilizes a plurality of tactile feedback devices to enhance the immersion into the virtual reality experience and provide entertaining and useful tactile sensory perception to a user within the virtual reality. 
     Accordingly, in one embodiment, a multi-directional, tactile feedback system for use with a virtual reality headset being used to present a virtual reality experience is provided. The tactile feedback system has a support structure, a plurality of tactile feedback units mounted to the support structure in spaced apart relation, and a microcontroller coupled to the support structure. The support structure may be the housing and/or other structure of the headset or a separate wearable device such as a headband, helmet, cap, other head mounting structure, etc. Each of the tactile feedback units is operably coupled to the microcontroller and is configured to produce a tactile feedback to a user, and includes a transducer which can apply forces, vibrations or motions to the user thereby providing tactile sensory input to the user. For instance, the tactile feedback units may be positioned in an angularly spaced array or other pattern around the user&#39;s body, such as around the user&#39;s head. The microcontroller is configured to utilize control signals generated during the operation of the headset to control the operation of the tactile feedback units. For example, while the headset is presenting a virtual reality experience, such as playing a game or showing a video, the game or video may generate control signals which the microcontroller utilizes to control the operation of the tactile feedback units. In one aspect, the tactile feedback system may be integrated into the headset such that the microcontroller is integrated into the headset, in which case the microcontroller may be integrated with the electronics of the headset or a separate electronic system operably coupled to the headset. 
     In another aspect, the microcontroller may be a separate system having a communication interface configured to electronically communicate with the headset, for instance a wireless communication interface, such as Bluetooth, Wi-Fi, HaLow or other future wireless standards, or a wired communication interface, such as USB. In this case, the microcontroller receives the control signals from the headset via the communication interface. 
     In another aspect, the microcontroller is configured to operate the tactile feedback units in response to the control signals to indicate a directional aspect of the virtual reality experience. For example, the microcontroller may activate a specific tactile feedback unit that is angularly located to correspond to the angular location of an event occurring in the virtual reality experience, such as the location of a hit (e.g., hit by a shot from a weapon, or punched by another player) on the user&#39;s persona within the virtual reality experience. If the user is shot on the right side, the microcontroller may activate a tactile feedback unit located on the right side of the angularly spaced array. The control signals may include directional data related to the directional aspect of the virtual reality experience being signaled using the tactile feedback system. 
     In additional aspects, the tactile feedback system may be configured to provide a number of use cases. In one use case, the tactile feedback system may be configured to provide a threat detection warning signal to the user to indicate that the user is being threatened within the virtual reality experience. This is similar to a “sixth sense” or “Spidy Sense.” The threat detection warning signal can be a general threat detection warning signal, or a specific threat detection warning signal such as a directional threat detection warning signal by using the directional aspect described above. Other specific threat detection warning signals include a severity threat detection warning signal to indicate a severity aspect of the virtual reality experience, and an imminence/urgency threat detection warning signal to indicate an urgency aspect of the virtual reality experience. For example, the microcontroller may activate the tactile feedback system with a level of force corresponding to a severity level occurring in the virtual reality experience (e.g., a fender bender versus a head-on crash). Similarly, the microcontroller may activate the tactile feedback system in a pattern or other manner corresponding to a degree of urgency occurring in the virtual reality experience. An example of this may be if an enemy is approaching from far away, the tactile feedback units may vibrate slowly or be activated in a slow-rotating pattern, and as the enemy approaches closer the vibrations and/or speed of the pattern activation increases. 
     In another use case, the tactile feedback system may be configured to indicate that a user has been killed in a game, eliminated from a game, or that the user&#39;s game has otherwise ended. For instance, the microcontroller may be configured to activate all of the tactile feedback units at the same time and/or in a certain manner in response to a control signal corresponding to such an event. 
     In still another use case, the tactile feedback system may be configured to signal to a user the direction and/or intensity of damage to the user within the virtual reality experience. The microcontroller may be configured to activate particular tactile feedback unit(s) in the array related to the direction of damage and/or to adjust the intensity of the activation of such tactile feedback units based on the control signals. 
     The tactile feedback system may also be configured to signal to the user other aspects of a virtual reality experience, such as vibration thrusters, various other warnings such as low ammunition, weapon re-loading, weapon upgrading, etc. 
     Another embodiment of the present invention is directed to methods of providing tactile feedback with a virtual reality system being used to present a virtual reality experience. For example, the methods may include the methods of using the tactile feedback system described herein, including the additional aspects, features and use cases. 
     Still another embodiment of the present invention is directed to a haptic, toy gun game controller for use with a virtual reality headset for presenting a virtual reality experience, such as playing a virtual reality game. The haptic gun may be shaped and configured as any type of gun, such as a handgun, rifle, shotgun, machine gun, laser gun, BB gun, paintball gun, pellet gun, light machine gun (“LMG”), etc. The haptic gun includes a main body having a handle. The body may be in the shape of the type of gun. A microcontroller having a processor is housed in the main body. A first communication interface is also housed in the main body. The first communication interface is operably coupled to the microcontroller and is configured to electronically communicate with the headset. The first communication interface may be any suitable communication interface, including those described herein. The haptic gun has a trigger coupled to the main body, and operably coupled to the microcontroller. A plurality of tactile feedback units are coupled to the main body and are spaced apart around the body. Each of the tactile feedback units is operably coupled to the microcontroller. The tactile feedback units are configured to produce a haptic feedback to a user, such as the tactile feedback units described above. 
     A linear actuator is coupled to the main body and operably coupled to the microcontroller. The linear actuator is configured to provide a linear force simulating a recoil from firing the haptic gun. The haptic gun also has a tracker device housed within the main body. The tracker device is configured to provide tracking data to the virtual reality system (e.g., a virtual reality headset). For example, the tracker device may include accelerometer(s), and/or other sensors to detect the motion and orientation of the haptic gun. The tracker device may have a tracker device communication interface, such as a wireless interface or wired interface for communicating with the headset. In other aspects, the tracker device may be integrated with the microcontroller and/or the first communication interface. 
     The microcontroller of the haptic gun is configured to electronically communicate with the headset via the communication interface to receive control signals from the headset for controlling operation of the tactile feedback units and the linear actuator. The microcontroller operates the tactile feedback units and the linear actuator based on the control signals. The microcontroller also sends a trigger signal to the headset in response to actuation of the trigger by the user. 
     As an example of the operation of the haptic handgun, the user is utilizing the haptic handgun with a virtual reality headset and is playing a virtual reality game. Within the virtual reality game, the user sees a target (e.g., an enemy) to shoot at. The user moves and aims the haptic gun. The tracker device senses the motion and aim point of the gun and provides tracking data to the microcontroller and sends the tracking data to the headset via the tracker device communication interface. The virtual reality headset may be configured to utilize the tracking data to control the image of a gun within the virtual reality game which corresponds to the haptic gun. For instance, as the user moves and aims the haptic gun, the virtual reality headset may move and aim the gun in the virtual reality game accordingly. When the user actuates the trigger, the microcontroller detects that the trigger has been actuated and sends a trigger signal to the headset. The headset then sends control signals to the microcontroller which the microcontroller uses to control the operation of the tactile feedback units and the linear actuator. 
     In additional aspects, the haptic gun may also be configured to provide various use cases for controlling the tactile feedback units and the linear actuator based on the control signals received from the headset. In one use case, the microcontroller may receive a control signal from the headset indicating whether to fire in response to sending a trigger signal to the headset. The headset receives the trigger signal and determines whether the corresponding gun in the virtual reality game can be fired (e.g., is there ammunition?; is the gun damaged or otherwise prevented from firing?). If the headset determines the gun can be fired, the headset sends a “fire gun” control signal to the microcontroller. In response to receiving the fire gun control signal, the microcontroller is configured to activate the linear actuator to simulate a recoil from firing the gun. If the headset determines the gun cannot be fired when receiving the trigger signal, the headset can send a “do not fire” control signal, or no control signal at all. In response to receiving a do not fire control signal, the microcontroller may be configured not to activate the linear actuator, and/or to activate one or more of the tactile feedback units to simulate a hammer or other component of the gun actuating when the gun fails to fire upon pulling the trigger. 
     In additional use cases, the headset may be configure to send a weapon upgrade control signal, a weapon damage control signal, or other control signals. The microcontroller is configured to respond to such signals by activating the linear actuator and/or tactile feedback units in a certain manner. 
     Still another embodiment of the present invention is directed to a video game system for providing a single game play instance in which multiple clients can play, each client utilizing a different game platform. The video game system includes a first game platform executing a virtual reality game on a virtual reality system. The virtual reality system may be a virtual reality headset, as described herein, or other virtual reality system. The video game system includes a second game platform executing a game having a similar representation of the virtual reality game but modified for the second game platform. In addition, the first game platform and second game platform are configured to communicate with each other to provide a single instance game space for the first game platform and second game platform. 
     In another aspect of the video game system, the first game platform and second game platform may be configured to communicate over a communication network comprising the Internet. In still another aspect, the first game platform may be linked to a third game platform which displays a representation of the virtual reality game on a video display as the game is being played on the first game platform. 
    
    
     
       BRIEF DESCRIPTION OF THE DRAWINGS 
       The foregoing and other aspects of embodiments are described in further detail with reference to the accompanying drawings, wherein like reference numerals refer to like elements and the description for like elements shall be applicable for all described embodiments wherever relevant: 
         FIG. 1  is a top view of a multi-directional, tactile feedback system for use with a virtual reality system, according to one embodiment of the present invention; 
         FIG. 2  is a rear view of the tactile feedback system of  FIG. 1 ; 
         FIG. 3  is front view of the tactile feedback system of  FIG. 1 , as worn on the head of a user; 
         FIG. 4  is a rear view of tactile feedback system of  FIG. 1 , as worn on the head of a user; 
         FIG. 5  is a schematic view of the tactile feedback system of  FIG. 1 ; 
         FIG. 6  is a schematic view of the tactile feedback system of  FIG. 1  in combination with a virtual reality headset for presenting a virtual reality experience; 
         FIG. 7  is a diagram depicting a directional damage scenario being signaled by the tactile feedback system of  FIG. 1 ; 
         FIG. 8  is a flow chart illustrating a method of operation of the tactile feedback system of  FIG. 1  for the directional damage scenario of  FIG. 7 , according to another embodiment of the present invention; 
         FIG. 9  is a schematic depicting a direction and damage intensity being signaled by the tactile feedback system of  FIG. 1 ; 
         FIG. 10  is a flow chart illustrating a method of operation of the tactile feedback system of  FIG. 1  for the direction and damage intensity scenario of  FIG. 9 , according to another embodiment of the present invention; 
         FIG. 11  is a schematic depicting a general threat detection warning scenario being signaled by the tactile feedback system of  FIG. 1 ; 
         FIG. 12  is a flow chart illustrating a method of operation of the tactile feedback system of  FIG. 1  for the general threat detection warning scenario of  FIG. 11 , according to another embodiment of the present invention; 
         FIG. 13  is a schematic depicting a directional threat detection warning scenario being signaled by the tactile feedback system of  FIG. 1 ; 
         FIG. 14  is a flow chart illustrating a method of operation of the tactile feedback system of  FIG. 1  for the directional threat detection warning scenario, according to another embodiment of the present invention; 
         FIG. 15  is a side view of a haptic gun, according to another embodiment of the present invention; 
         FIG. 16  is a side, cut-away view of the haptic gun of  FIG. 15 ; 
         FIG. 17  is a high-level schematic view of the electronic system for the haptic gun of  FIG. 15 , according to another embodiment of the present invention; 
         FIG. 18  is a schematic view of the electronic system for the linear actuator of the haptic gun of  FIG. 15 , according to another embodiment of the present invention; 
         FIG. 19  is a is a flow chart illustrating a method of operation of the haptic gun of  FIG. 15 , according to another embodiment of the present invention; 
         FIG. 20  is a flow chart illustrating a method of operation of the haptic gun of  FIG. 15  for a trigger actuation scenario, according to another embodiment of the present invention; 
         FIG. 21  is a schematic view of a virtual reality system for providing a single game instance for multiple clients each utilizing a different game platform. 
     
    
    
     DETAILED DESCRIPTION 
     Referring to  FIGS. 1-6 , one embodiment of a multi-directional, tactile feedback system  10  for use with a virtual reality system  30  (see  FIG. 6 , in which the virtual reality system  30  is a virtual reality headset  30 ) configured to present a virtual reality experience to a user is illustrated. The virtual reality system  30  may be any suitable system for presenting a virtual reality experience, such as a virtual reality headset, goggles, helmet, video display(s), etc. In general, the virtual reality system  30  includes a processor (e.g., a microprocessor), a software program configured to program the virtual reality system to present the virtual reality experience, a display device (e.g., video display(s)), and a system communication interface. The virtual reality experience can be any type of entertainment or informational program, such as a video game, a movie, a video, etc. As explained above, the term “virtual reality” as used herein includes either, or both, virtual reality and augmented reality. The system communication interface may be any suitable communication interface for communicating with the tactile feedback system  10  and/or other electronic systems. For instance, the interface can be a wireless communication interface, such as Bluetooth or Wi-Fi, or a wired communication interface, such as USB. 
     Turning to  FIGS. 1 and 2 , the tactile feedback system  10  includes a support structure  12 , which in this case is a headband  12  configured to be worn on the head  14  of a user  11  (see  FIGS. 3 and 4 ). As explained herein, the support structure  12  may be integrated with a virtual reality system  30  (e.g., integrated with a virtual reality headset), or it may be a separate wearable device such as the headband  12 , or other wearable device such as a hat, helmet, goggles, glasses, etc. In this described embodiment, the tactile feedback system  10  is a separate wearable device which communicates with a virtual reality system  30 , such as the virtual reality headset  30  as shown in  FIG. 6 . A plurality of tactile feedback units  16  are mounted to the headband  12  angularly spaced apart around the headband  12 . Each of the tactile feedback units  16  is a tactile feedback device which can apply forces, vibrations, or motions which provide tactile sensory input to the user  11 . For example, the tactile feedback units  16  may comprise a vibration motor for applying a vibration feedback to the user  11 , such as a 10 mm−3-4.5 volt vibration motor. Each of the tactile feedback units  16  is operably coupled to a microcontroller  20  (described below) such that each tactile feedback unit  16  can be operated independently of the other tactile feedback units  16 . In this described embodiment, the feedback system  10  has eight tactile feedback units  16  which are angularly spaced at about  45  degrees from each other. More or less tactile feedback units  16  may utilized, and may be spaced about equal angles around the headband, or they may be spaced unequally, or even spaced in multiple groups. For instance, the feedback system  10  may have from 1 to 30, or more, tactile feedback units  16 , such as four units  16  (e.g., spaced at about 90 degrees), 5 units  16  (e.g., spaced at about 72 degrees), 6 units  16  (e.g., spaced at about 60 degrees), 10 units (e.g., spaced at about 36 degrees), etc. 
     A control module  18  housing the microcontroller  20  having a processor, user input controls  22 , and a power supply  24  (which may include a battery or other power source) is also mounted to the headband  12 . Turning to  FIGS. 5 and 6 , the control module  18  includes an electronic circuit  26 , such as a printed circuit board or integrated circuit, operably connecting the microcontroller  20 , the power supply  24 , and the user input controls  22 . The control module  18  also operably connects each of the tactile feedback units  16  to the microcontroller  20  and the power supply  24  in order to control and power the actuation of the tactile feedback units  16 . The control module  18  also has a USB communication interface  28 , which may be integrated into the microcontroller  20 , or separate from the microcontroller  20  and operably coupled to the microcontroller  20 . The USB communication interface  28  is configured to provide electronic communication between microcontroller  20  and the virtual reality system  30 . The tactile feedback system  10  also has a wireless communication interface  32 , which may be integrated into the microcontroller  20 , or separate from the microcontroller  20  and operably coupled to the microcontroller  20 . The wireless communication interface  32  is configured to provide electronic communication between microcontroller  20  and the virtual reality system  30  and the one or more communication interfaces. In use, the tactile feedback system  10  may be operably connected to the virtual reality system  30  using either, or both, of the USB communication interface  28  and the wireless communication interface  32 , to receive control signals from the virtual reality system  30  which the microcontroller  20  uses to control the operation of the tactile feedback units  16 . 
     The user input controls  22  are operably coupled to the microcontroller  20  for adjusting the baseline activation intensity (e.g., vibration intensity) of the tactile feedback system  10 . The baseline activation intensity is an intensity of activation from which the different levels of intensity at which the tactile feedback units  16  are activated for various tactile signals to the user, as further described below. The user input controls  22  may comprise a pair of push buttons operably coupled to the microcontroller  20 , or any other suitable controls for providing user input to the microcontroller  20  to adjust the baseline activation intensity. The microcontroller  20  is configured to adjust the baseline activation intensity at which the microcontroller  20  activates the tactile feedback units  16  in response to the user input controls  22 . 
     Turning to  FIGS. 7 and 8 , a diagram and flowchart depict the tactile feedback system  10  configured to perform a method  100  for signaling a directional damage scenario. As shown in  FIG. 7 , the tactile feedback system  10  is configured to activate the tactile feedback unit  16   a  to indicate to the user  11  the approximate direction of damage sustained by the user  11  in the virtual reality experience. For instance, in the example depicted in  FIG. 7 , the user  11  is damaged (e.g., shot) in the front/left, such that the tactile feedback system  10  activates the tactile feedback unit  16   a  located on the front/left of the tactile feedback system  10 . As shown in the diagram, the user  11  turns to his left in response to the activation of the tactile feedback unit  16   a.    
     Turning to  FIG. 8 , the method  100  comprises a step  102 , in which an event occurs at an angular location relative to the user  11  in the virtual reality experience being executed on the virtual reality system  30 . In the example of  FIG. 7 , the event is the user  11  being shot in the front/left of the user  11 . At step  104 , the virtual reality system  30  sends a direction control signal to the microcontroller  20  via the USB communication interface  28  or the wireless communication interface  32 . The direction control signal indicates the angular direction of the event. For instance, the control signals may be coded and the microcontroller  20  is configured to relate the coded signal to an angular direction. At step  106 , the microcontroller  20  processes the direction control signal to determine the tactile feedback unit  16   a  corresponding to the angular location of the event. For example, the corresponding tactile feedback unit  16  may be the tactile feedback unit which best represents the direction of the event. Then, at step  108 , the microcontroller  20  activates the tactile feedback unit  16   a  based on the direction control signal corresponding to the direction of the event relative to the location of the user  11  in the virtual reality experience. 
       FIGS. 9 and 10  illustrate another use case for the tactile feedback system  10  performing a method  120  to signal to the user the direction of damage and damage intensity incurred by the user  11  in the virtual reality experience. The angular location of the damage is basically the same as described above for the method  100 . However, as shown in  FIG. 9 , instead of activating just the one tactile feedback unit  16   a,  the microcontroller  20  also activates one or more adjacent tactile feedback units  16   b  and  16   c  at a lower intensity than it activates the main tactile feedback unit  16   a.  The number of adjacent tactile feedback units  16  and the intensity of the activation of the adjacent tactile feedback units  16  depend on the level of intensity of the damage. For instance, for minimal damage, perhaps no adjacent tactile feedback units  16  are activated. Above a first threshold and below a second threshold, perhaps only the two adjacent tactile feedback units  16   b  and  16   c  are activated at a very low intensity. As the level of intensity increases from the first threshold to the second threshold, the intensity of the two adjacent tactile feedback units  16   b  and  16   c  may be increased, but still lower than the intensity of the main tactile feedback unit  16   a  in order to still effectively signal the direction of the damage. When the second threshold is reached, three or four adjacent tactile feedback units  16  may be activated, with increasing intensity based on an increase in the intensity of damage, and so on as the intensity of the damage increases. 
     Accordingly, turning to the flow chart of  FIG. 10 , the method  120  comprises step  122 , in which damage occurs to the user  11  in the virtual reality experience being executed on the virtual reality system  30 . The damage has an associated direction of damage and intensity of damage. At step  124 , the virtual reality system  30  sends a damage direction and damage intensity control signal (this may be a single signal or a separate signal for damage direction and damage intensity) to the microcontroller  20  via the USB communication interface  28  or the wireless communication interface  32 , indicating the direction of the damage and the intensity of the damage. At step  126 , the microcontroller  20  processes the damage direction and damage intensity control signal(s) to determine the main tactile feedback unit  16   a  corresponding to the angular location of the event and the adjacent tactile feedback unit(s)  16   b  and  16   c  to be activated and their respective intensity. Then, at step  108 , the microcontroller  20  activates the tactile feedback units  16   a,    16   b  and  16   c  based on the control signal to indicate the direction and intensity of the damage occurring in the virtual reality experience. 
     Turning to  FIGS. 11 and 12 , a diagram and flowchart depict the tactile feedback system  10  configured to perform a method  130  for signaling a general threat detection warning. A general threat detection warning means it is non-directional, i.e., it does not indicate to the user a direction of a threat (e.g., potential danger) to the user occurring in the virtual reality experience. A general threat detection warning also does not necessarily indicate other specific characteristics of the threat, such as imminence/urgency or severity. As shown in the diagram of  FIG. 11 , the arrow  131  shows that the threat detection warning signal may be performed by sequentially activating each of the tactile feedback units  16  (individually or in groups) for a short duration or pulse in a rotational sequence around the array. The arrow  131  shows the tactile feedback units  16  being activated in a counter-clockwise sequence, but the sequence could also be clockwise, or a counter-clockwise sequence could signal a first type of threat while a clockwise sequence could signal a second type of threat. 
     Referring to  FIG. 12 , the method  130  comprises step  132  in which a threat detection warning event occurs in the virtual reality experience being executed on the virtual reality system  30 . At step  134 , the virtual reality system  30  sends a general threat detection warning control signal to the microcontroller  20  via the USB communication interface  28  or the wireless communication interface  32 . At step  136 , the microcontroller  20  processes the general threat detection warning control signal to determine the sequence for activating the tactile feedback units  16  corresponding to the control signal. At step  138 , the microcontroller  20  activates the tactile feedback units  16  (e.g., in a sequence) to signal a general threat detection warning, as described above. 
     Referring now to  FIGS. 13 and 14 , a diagram and flowchart depict the tactile feedback system  10  configured to perform a method  140  for signaling a directional threat detection warning. A directional threat detection warning indicates both that there is a threat (e.g., a potential danger) and the direction of the threat event relative to the user  11  occurring in the virtual reality experience. As shown in  FIG. 13 , the tactile feedback system  10  is configured to activate the tactile feedback unit  16   a  to indicate to the user  11  the approximate angular direction of the threat to the user  11  in the virtual reality experience. To indicate a threat, as opposed to damage for example, the microcontroller  20  may be configured to activate the tactile feedback unit  16   a  by oscillating or pulsing (i.e., quickly activating and de-activating) the tactile feedback unit  16   a  multiple times) the tactile feedback unit  16   a.  For instance, in the example depicted in  FIG. 13 , the threat is located in the front/left of the user  11 , such that the tactile feedback system  10  activates the tactile feedback unit  16   a  located on the front/left of the tactile feedback system  10 . A similar method to method  140  may also be utilized to provide a directional signal to a user for events, items or situations other than threats, such as for providing a directional indicator to signal an event, item or situation in a particular direction within the virtual reality experience. 
     As shown in the flow chart of  FIG. 14 , the method  140  comprises step  142  in which a threat detection warning event occurs at an angular location relative to the user  11  in the virtual reality experience being executed on the virtual reality system  30 . At step  144 , the virtual reality system  30  sends a directional threat detection warning control signal to the microcontroller  20  via the USB communication interface  28  or the wireless communication interface  32 . The directional threat detection warning control signal indicates the angular direction of the threat event. At step  146 , the microcontroller  20  processes the directional threat detection warning control signal to determine the tactile feedback unit  16  corresponding to the angular location of the threat event. At step  148 , the microcontroller  20  activates the tactile feedback unit  16   a  corresponding to the direction of the threat event relative to the user  11  in the virtual reality experience by, e.g., oscillating or pulsing the tactile feedback unit  16   a,  as described above. 
     Referring now to  FIGS. 15-18 , another embodiment of the present invention is directed to a haptic, toy gun, game controller  150  for use with a virtual reality system  30 . The virtual reality system  30  may be the same, or similar to the virtual reality system described above for the tactile feedback system  10 . As shown in  FIG. 15 , the haptic gun  150  is shaped like a handgun and has a main body  152  having a handle  154 . Although the exemplary embodiment shown in  FIGS. 15-16  is in the shape of a handgun, the gun may be shaped and configured as any suitable type of gun, including without limitation, a handgun, rifle, shotgun, machine gun, laser gun, BB gun, paintball gun, pellet gun, light machine gun, replica of an actual gun, or any made-up gun. Thus, the body  152  is in the shape of the desired gun. 
     Turning to  FIG. 16 , a plurality of tactile feedback units  16  are coupled to the main body  152 , such as being housed in the main body  152 . The tactile feedback units  16  may be the same as, or similar to, to the tactile feedback units  16  described above with respect to the tactile feedback system  10 . The tactile feedback units  16  are located spaced apart within the main body  152 , such as a tactile feedback unit  16  located in the handle  154 , a tactile feedback unit  16  located in the middle of the main body  152 , and a tactile feedback unit  16  located near the front end of the main body  152  (e.g., proximate the end of the barrel of the gun  150 ). More or fewer tactile feedback units  16  may be utilized, depending on the desired effects to be produced by the tactile feedback units  16 . 
     A linear actuator  156  is also coupled to the main body  152 , in this case housed within the main body  152 . The linear actuator  156  is configured to be activated to provide a linear force simulating a recoil from firing the haptic gun  150 . The linear actuator  156  may also provide a linear force in the opposite direction when the linear actuator is reset which can simulate the gun  150  loading another round of ammunition. 
     A microcontroller  20  having a processor, a tracker device  158  and a power source  160  are also housed in the main body  152 . The microcontroller  20  may be the same as, or similar to, to the microcontroller  20  described above with respect to the tactile feedback system  10 . The haptic gun  150  has a gun communication interface  166  which may be integrated into the microcontroller  20 , or may be a separate component operably coupled to the microcontroller  20 . The gun communication interface  166  may be, for example, a wired communication interface such as USB, or a wireless communication interface such as Bluetooth or Wi-Fi, and is configured to provide electronic communication between the microcontroller  20  and system communication interface of the virtual reality system  30 . 
     Each of the tactile feedback units  16  and the linear actuator  156  are operably coupled to the microcontroller  20  such that each of the tactile feedback units  16  and the linear actuator  156  may be activated independently of each other. A trigger  162  is also coupled to the main body  152 . The trigger  162  is configured to be actuated by pulling the trigger with a finger of a user. The trigger  162  is also operably coupled to the microcontroller  20 . 
     The tracker device  158  is configured to provide tracking data to the virtual reality system  30 . The tracker device  158  has a tracker communication interface, such as a wireless communication interface or a USB communication interface, for communicating the tracking data to the system communication interface of the virtual reality system  30 . The tracker device  158  may have accelerometer(s), and/or other sensors to detect the motion, location, and/or orientation of the haptic gun  150 . 
     Turning to  FIG. 17 , a high-level schematic of the electronic system of the haptic gun  150  is shown. It is understood that the schematic of  FIG. 17  does not include all of the components of the electronic system (e.g., transistors, diodes, resistors, etc.), but one or ordinary skill in the art is enabled to incorporate the high-level schematic into an operable electronic system. The electronic system includes an electronic circuit  164  operably interconnecting the microcontroller  20 , the power source  160 , the tracker device  158 , the tactile feedback units  16  and the linear actuation  156 . Referring to  FIG. 18 , a schematic is shown for an exemplary dual power relay  168  for powering the linear actuator  156 . The dual power relay  168  includes two 5 volt power relays  170  which are operably coupled to the microcontroller  20  and to the linear actuator  156 . 
     Turning to  FIG. 19 , a method  200  for operating the haptic gun  150  while using the haptic gun  150  with a virtual reality system  30  is shown. The haptic gun  150  is linked to the virtual reality system  30  such that the microcontroller  20  and virtual reality system may electronically communicate via the gun communication interface  166  and the system communication interface. At step  202 , the virtual reality system  30  displays a target in the virtual reality experience which is seen by the user. At step  204 , the user moves and aims the haptic gun  150  to aim at the target, and the tracker device  158  senses the motion and aim point of the haptic gun  150 . At step  206 , the tracker device  158  sends tracking data to the virtual reality system  30  via the tracker communication interface and the system communication interface. At step  208 , the virtual reality system  30  controls an image of a gun within the virtual reality experience corresponding to the haptic gun  150 , and displays the image to the user based on the tracking data. At step  210 , the microcontroller  20  detects whether that the trigger  162  has been actuated. If the user actuates the trigger  162 , the microcontroller  20  detects that the trigger has been actuated, and at step  212 , the microcontroller  20  sends a trigger signal to the virtual reality system  30 . At step  214 , the virtual reality system  30  processes the trigger signal and determines a control signal or signals to send to the microcontroller  20  for controlling the operation of the tactile feedback units  16  and/or the linear actuator  156 . At step  216 , the virtual reality system  30  sends the control signal(s) to the microcontroller  20 . At step  218 , the microcontroller  20  processes the control signal(s) to determine if and how to actuate the tactile feedback unit(s)  16  and/or the linear actuator  156 . At step  220 , the microcontroller activates the tactile feedback unit(s)  16  and/or the linear actuator  156  based on the control signal(s). If the trigger has not been actuated at step  210 , then at step  222 , the virtual reality system determines a control signal based on the virtual reality experience. For example, the corresponding gun in the virtual reality experience may be hit or damaged. At step  224 , the virtual reality system  30  sends a control signal to the microcontroller  20 . Then, at step  226 , the microcontroller  20  processes the control signal to determine if and how to actuate the tactile feedback unit(s)  16  and/or the linear actuator  156 . At step  228 , the microcontroller activates the tactile feedback unit(s)  16  and/or the linear actuator  156  based on the control signal(s). 
     Turning to the flow chart of  FIG. 20 , a method  230  for a particular use case for firing the haptic gun  150  is shown. The method  230  may be performed following step  212  and replaces the steps following  212  in the method  200  described above and shown in  FIG. 19 . At step  232 , the virtual reality system  30  determines whether a virtual gun within the virtual reality experience corresponding to the haptic gun  150  has ammunition. If the virtual gun does not have ammunition, then at step  234 , the virtual reality system  30  sends a “No Ammo” control signal to the microcontroller  20 . At step  236 , the microcontroller processes the “No Ammo” control signal to determine if and how to activate the tactile feedback units  16  and/or the linear actuator  156 . If the microcontroller  20  is configured (i.e., programmed) to activate the tactile feedback units  16  and/or the linear actuator  156  in response to a “No Ammo” control signal, then at step  238 , the microcontroller  20  activates the tactile feedback units  16  and/or the linear actuator  156 . Typically, in a “No Ammo” scenario, the microcontroller  20  does not activate the linear actuator  156 , but may activate one or more of the tactile feedback units  16  to simulate dry fire (e.g., to simulate a hammer or firing pin being actuated, but no round fired). 
     If the virtual reality system  30  determines at step  232  that the gun has ammunition to be fired, then at step  240 , the virtual reality system  30  determines if the virtual gun is damaged or cannot fire for any other reason within the virtual reality experience. If the gun is damaged or cannot fire, at step  242 , the virtual reality system sends a “gun damaged” or “gun inoperable” control signal to the microcontroller  20 . At step  244 , the microcontroller  20  processes the control signal to determine if and how to activate the tactile feedback units  16  and/or the linear actuator  156 . If the microcontroller  20  is configured (i.e., programmed) to activate the tactile feedback units  16  and/or the linear actuator  156  in response to a “gun damaged” or “gun inoperable” control signal, then at step  246 , the microcontroller  20  activates the tactile feedback units  16  and/or the linear actuator  156 . Typically, in a “gun damaged” or “gun inoperable” scenario, the microcontroller  20  does not activate the linear actuator  156 , but may activate one or more of the tactile feedback units  16  to simulate dry fire (e.g., to simulate a failed attempt to fire the gun). 
     If the virtual reality system  30  determines at step  240  that the gun is not damaged or otherwise inoperable, then at step  248 , the virtual reality system  30  sends a “fire gun” control signal to the microcontroller  20 . At step  250 , the microcontroller  20  processes the “fire gun” control signal to determine if and how to activate the tactile feedback units  16  and/or the linear actuator  156 , or to simply execute a pre-programmed “firing sequence.” Typically, in a “fire gun” scenario, the microcontroller  20  is configured (i.e., programmed) to activate the linear actuator  156  in response to a “fire gun” control signal. The microcontroller  20  may also activate one or more of the tactile feedback units  16  to indicate certain scenarios, such as firing a very powerful gun, or other scenarios. At step  252 , the microcontroller  20  activates the linear actuator  156  and/or tactile feedback units  16 , based on the “fire gun” control signal. 
     In another aspect, the virtual reality system  30  may send a control signal to the microcontroller  20  indicating how many rounds of ammunition the gun has to fire, and the microcontroller  20  is configured to perform the firing sequence each time the trigger is actuated (or held depressed in the case of a simulated automatic gun) for the number of rounds of ammunition remaining. When the number of rounds has been exhausted, the microcontroller  20  receives another control signal from the virtual reality system in order to perform any further firing sequences. This aspect can account for communication delays between the haptic gun  150  and the virtual reality system  20 , such as delays caused by EMI or other communication interference. 
     Turning to  FIG. 21 , another embodiment of the present invention is directed to a video game system  300  for providing a single game play instance wherein multiple clients can play the same game instance with each client utilizing a different game platform. The video game system  300  includes a first game platform  302  which is a virtual reality system  30 , as described herein. The first game platform  302  executes a virtual reality game  304  on the virtual reality system  30 . The virtual reality system  30  may be a virtual reality headset, as described herein, or other virtual reality system. The video game system  300  includes a second game platform  306  executing a game  308  having a similar representation of the virtual reality game but modified for the second game platform  306 . The first game platform  302  and second game platform  306  each have communication interfaces configured to allow them to communicate with each other to provide a single instance game space for the first game platform  302  and second game platform  306 . For example, the communication interfaces may be wired interfaces, or wireless interfaces, as described herein. Furthermore, the first game platform  302  and second game platform  306  may communicate with each other over the Internet  310  using their respective communication interfaces to connect to the Internet  310 . 
     In another aspect, the video game system  300  may also include a third game platform  312  which is in communication with the first game platform  302 . The first game platform  302  and third game platform  312  are configured to allow the third game platform  312  to display a representation of the virtual reality game  304  on a video display as it is being played on the first game platform  302 . For example, the third game platform  312  may be a tablet computer, a smart TV, a personal computer, a smart phone, or other computing device not having virtual reality capability, such that a spectator can watch the game play while a user is using the virtual reality game  304 . For instance, if the user is using a virtual reality headset, only the user can see the game play, so it is useful to allow others to view the game play on the third game platform  312 . It is understood, that additional game platforms, same, similar, or different to the first game platform  202  or the second game platform  306 , can be connected and added to the video game system  300  to allow additional clients to play the same single game instance. 
     Similarly, additional game platforms, same, similar, or different to the third game platform  312 , may be connected to the video game system  300  to allow additional observers to view the game play. Also, additional game platforms  302  may be connected to the video game system  300 . In the case of additional game platforms  302 , specific game platforms  312  can be slaved to various headsets, and/or games platforms  312  can be allowed to switch from one game platform  302  to another game platform  302  to view the game from different views from their perspective. In addition when a client&#39;s game ends, e.g., the client&#39;s character is dead or the client&#39;s active participation in the game otherwise terminates, the system  300  allows such client to continue to view the gamer. For instance, the system  300  may allow such client to view the game from the perspective of one of the other clients that is still active in the game. Any of the game platforms  302  and  306  may also be configured to register a client&#39;s death and/or termination of such client&#39;s active participation in the game, for example, as a result of a “game conclusion” event. The game platform may send a “end game” signal to all of the other game platforms involved in the single game instance which indicates to that the respective client is dead or has terminated active participation in the game. 
     In some embodiments, observers viewing a game through a game platform connected to the video game system  300  may participate in or interact with game play through certain predefined audience actions, such as cheering or booing, wagering on a game play result or event, conversing or chatting with one or more players or observers, deploying game play objects into game play, or any other game play-related action. Additional non-limiting examples of audience actions may include causing an attack/defense in a combat-themed game (e.g., throwing a grenade, firing a shot, launching a missile, casting a spell into the game); helping or obstructing a player (e.g., giving/taking health, mana, ammunition, virtual currency, weapons, power-ups, etc.); giving hints to players of the game; wagering with other observers/players on the outcome of the game; cheering on a particular player. 
     Although particular embodiments have been shown and described, it is to be understood that the above description is not intended to limit the scope of these embodiments. While embodiments and variations of the many aspects of the invention have been disclosed and described herein, such disclosure is provided for purposes of explanation and illustration only. Thus, various changes and modifications may be made without departing from the scope of the claims. For example, not all of the components described in the embodiments are necessary, and the invention may include any suitable combinations of the described components, and the general shapes and relative sizes of the components of the invention may be modified. Accordingly, embodiments are intended to exemplify alternatives, modifications, and equivalents that may fall within the scope of the claims. The invention, therefore, should not be limited, except to the following claims, and their equivalents.