Patent Publication Number: US-2010131947-A1

Title: System and method for enabling a local user of a real-life simulation environment to interact with a remote user of a corresponding virtual environment

Description:
BACKGROUND OF THE INVENTION 
     1. Field of the Invention 
     The present invention relates to computer-enhanced entertainment. More particularly, the present invention relates to enabling interaction among users of a computer virtual environment and users of a real-life simulation environment. 
     2. Background Art 
     Heroic fables in which ordinary people are called upon to accomplish extraordinary deeds in the face of extreme adversity are classic fodder for myth making. Particularly when combined with the rich sensory experience created by modern special effects, these dramatic and compelling combinations of high adventure, heroism, and romance, are an almost irresistible lure to the consumer public, for whom the inspiration produced by the triumph of fundamental human virtues may be as highly valued as the entertainment provided by the extraordinary visual effects. 
     One conventional way for a consumer to project themselves into one of these fabulous worlds to “live out” the uplifting experience of its fantasy adventure, has been through use of a real-life simulation environment. For example, a real-life simulation environment, such as a theme park ride environment, can, with the participation of a willing imagination, partially reproduce a desirable fantasy adventure experience, at least for as long as the ride lasts. Theme park attractions such as Space Mountain or the Indiana Jones Adventure ride, for instance, are presently offered as alternative roller coaster type rides at the Disneyland theme park in Anaheim, Calif., designed to transport a consumer into real-life simulations of those adventure environments. 
     Although capable of delivering a satisfying visceral thrill by virtue of dramatic physical motion and powerful special effects, a significant limitation to the effectiveness with which any conventional theme park attraction can convey the realism of the simulated experience is the absence of consumer interaction with the events of the experience. That is to say, despite being stimulating, conventional theme park adventure rides are fundamentally passive experiences for the consumer, in which they are literally just along for a ride that executes an event sequence that is predetermined by the ride control system. As a result, the consumer lacks an opportunity to interact with the ride environment in a way that can alter the occurrence of events within the experience, which, in turn substantially reduces the realism of the experience. 
     Another conventional way for a consumer to project themselves into a fantasy adventure in order to simulate living out its events, is through use of a computer-based virtual environment. Typical computer based games and simulations utilize computer graphics to mimic a three-dimensional real-life environment, using the two-dimensional presentation available through a computer monitor or mobile device display screen. Because virtual environments are software based, rather than requiring the combination of software and hardware needed to support a brick-and-mortar theme real-life simulation environment, they lend themselves much more readily to interactive implementations. As a result, adventure experiences reliant on virtual environments may provide consumers with the dynamic interactivity absent from conventional real-life simulation environment based experiences. 
     Nevertheless, despite their described advantages, computer virtual environments are inevitably constrained by their format. Because they are virtual experiences, they typically fail to provide consumers engaged with their environments the real visceral thrill associated with a physical adventure ride. Furthermore, absent from conventional adventures utilizing virtual environments is the sense that the consumer&#39;s virtual actions produce any real event consequences for either an ally or an adversary in the interactive adventure, which dilutes the realism of the simulation even further. 
     Thus, both of the described conventional approaches to providing consumers with simulated reality environments are associated with limitations that substantially interfere with the realism of the consumer experience. On the one hand, the consumer of an adventure experience supported by a real-life simulation environment enjoys the physical thrill of the experience, but is prevented by a lack of interactivity from being more than a passive participant in a predetermined event sequence. On the other hand, the consumer of an adventure experience supported by a computer virtual environment may interact dynamically with the adventure, but is deprived of both the thrill of physical motion and the sense that their own actions are consequential for other participants in the adventure, whether they be friends or foes. 
     Accordingly, there is a need to overcome the drawbacks and deficiencies in the art by providing a simulation environment enabling users of a real-life simulation environment to interact with users of a corresponding virtual environment so as to enhance the realism of the adventure experience for both groups of users. 
     SUMMARY OF THE INVENTION 
     There are provided systems and methods for enabling a local user of a real-life simulation environment to interact with a remote user of a corresponding virtual environment, substantially as shown in and/or described in connection with at least one of the figures, as set forth more completely in the claims. 
    
    
     
       BRIEF DESCRIPTION OF THE DRAWINGS 
       The features and advantages of the present invention will become more readily apparent to those ordinarily skilled in the art after reviewing the following detailed description and accompanying drawings, wherein: 
         FIG. 1  shows a diagram of a system for enabling a local user of a real-life simulation environment to interact with a remote user of a corresponding virtual environment, according to one embodiment of the present invention; 
         FIG. 2  shows a more detailed embodiment of a system for enabling a local user of a real-life simulation environment to interact with a remote user of a corresponding virtual environment, focusing on the local system elements supporting the real-life simulation environment, according to one embodiment of the present invention; 
         FIG. 3  shows a more detailed embodiment of a system for enabling a local user of a real-life simulation environment to interact with a remote user of a corresponding virtual environment, focusing on interactivity of the remote user, according to one embodiment of the present invention; and 
         FIG. 4  is a flowchart presenting a method for enabling a local user of a real-life simulation environment to interact with a remote user of a corresponding virtual environment, according to one embodiment of the present invention. 
     
    
    
     DETAILED DESCRIPTION OF THE INVENTION 
     The present application is directed to a system and method for enabling a local user of a real-life simulation environment to interact with a remote user of a corresponding virtual environment. The following description contains specific information pertaining to the implementation of the present invention. One skilled in the art will recognize that the present invention may be implemented in a manner different from that specifically discussed in the present application. Moreover, some of the specific details of the invention are not discussed in order not to obscure the invention. The specific details not described in the present application are within the knowledge of a person of ordinary skill in the art. The drawings in the present application and their accompanying detailed description are directed to merely exemplary embodiments of the invention. To maintain brevity, other embodiments of the invention, which use the principles of the present invention, are not specifically described in the present application and are not specifically illustrated by the present drawings. It should be borne in mind that, unless noted otherwise, like or corresponding elements among the figures may be indicated by like or corresponding reference numerals. 
       FIG. 1  is a diagram of a system for enabling a local user of a real-life simulation environment to interact with a remote user of a corresponding virtual environment, according to one embodiment of the present invention. In the embodiment of  FIG. 1 , multi-user interaction environment  100  shows multi-user experience server  130  located in venue property  102 , interactively communicating with client computer  140 , via wide area network (WAN)  106   a  and bridge server  104 . As may be seen from  FIG. 1 , venue property  102  encompasses venue  110 , venue management system  120 , and local area network (LAN)  106   b,  in addition to multi-user experience server  130  and bridge server  104 . Also shown in  FIG. 1  is remote user  108   a  utilizing client computer  140 , remote user  108   b  communicating with multi-user experience server  130  through LAN  106   b,  and local user  118  interacting with multi-user experience server  130  through venue  110 . 
     For ease of visualization, let us continue the present description of  FIG. 1  under the premise that venue property  102  is a theme park, that venue  110  is a theme park attraction comprising a real-life simulation environment (not shown in  FIG. 1 ), and that multi-user experience server  130  is configured to host a virtual environment (also not shown in  FIG. 1 ) corresponding to the real-life simulation environment provided by venue  110 . More specifically, let us assume that the real life simulation environment provided by venue  110  includes a roller coaster type adventure ride/shooting game configured to simulate a space combat sequence, controlled by venue management system  120 , and that the virtual environment provided by multi-user experience server  130  is a computer virtual replication of the space combat sequence. 
     The system of  FIG. 1  enables local user  118 , who according to the present specific example is a theme park visitor participating in the real-life simulation environment provided by venue  110  as a roller coaster rider, for example, to interact with remote users  108   a  and  108   b,  through multi-user experience server  130 . It is noted that for the purposes of the present application, the expression “local” refers to the real-life simulation environment provided by venue  110 . Consequently only users of the real-life simulation environment of venue  110  are local users, so that both of users  108   a  and  108   b  are termed remote users, despite remote user  108   b  being shown to situated within the confines of the theme park represented by venue property  102 . 
     Remote user  108   a,  who, as shown in  FIG. 1 , may be present outside of the confines of venue property  102 , is nevertheless able to interact with the virtual environment corresponding to the real-life simulation environment of venue  110 , via client computer  140  and WAN  106   a,  which in the present embodiment may correspond to the Internet, for example. Although in the present embodiment, client computer  140  is shown as a personal computer (PC), in other embodiments client computer  140  may comprise a mobile communication device or system, such as a tablet computer, mobile telephone, personal digital assistant (PDA), gaming console, or digital media player, for example. In addition to remote user  108   a,  remote user  108   b,  located within the theme park, is able to interact with remote user  108   a  and local user  118 , through LAN  106   b  and multi-user experience server  130 , by means of a communication interface device (not shown in  FIG. 1 ), such as a mobile communication device, as described with reference to client computer  140 , or a network terminal provided by the theme park, for example. 
     Communications among remote user  108   a,  remote user  108   b,  and local user  118  may be networked through multi-user experience server  130  and allow remote users  108   a  and  108   b,  and local user  118  to access multi-user experience server  130  concurrently. As a result, local user  118  is enabled to perceive remote users  108   a  and  108   b,  by means of their respective avatars, for example, and to affect virtual events in the virtual environment engaged by remote users  108   a  and  108   b.  Moreover, remote users  108   a  and  108   b,  in addition to perceiving one another and affecting circumstances in their shared virtual environment, in some embodiments are enabled to perceive local user  118  and affect real events in the real-life simulation environment of venue  110 . 
     Moving now to  FIG. 2 ,  FIG. 2  shows a more detailed embodiment of a system for enabling a local user of a real-life simulation environment to interact with a remote user of a corresponding virtual environment, focusing on the local system elements supporting the real-life simulation environment, according to one embodiment of the present invention. According to the embodiment of  FIG. 2 , system  200  comprises venue  210 , venue management system  220 , and multi-user experience server  230 , corresponding respectively to venue  110 , venue management system  120 , and multi-user experience server  130 , in  FIG. 1 . In addition,  FIG. 2  shows remote user  208 , corresponding to either of remote users  108   a  or  108   b  in  FIG. 1 , as well as sensory effects controller  224  and haptic feedback system  226 , which are not explicitly presented in the system of  FIG. 1 . 
     As shown in  FIG. 2 , venue  210  includes vehicle  214  interactively linked to multi-user experience server  230 , which, additionally, hosts virtual environment generator  232 . The arrows shown in  FIG. 2  are provided to indicate the direction of data flow for the embodiment of system  200 , and are merely illustrative. Other embodiments may include fewer or more constituent elements, may consolidate or further distribute the elements shown in  FIG. 2 , and/or may be implemented using other configurations for data flow. 
     Venue  210 , which may comprise a theme park attraction such as a roller coaster ride or other type of adventure ride, for example, includes real-life simulation environment  212 , through which vehicle  214  can move. Vehicle  214 , which may comprise a theme park ride vehicle, such as, for example, a roller coaster car or carriage, is designed to transport a local user (not shown in  FIG. 2 , but corresponding to local user  118 , in  FIG. 1 ) through real-life simulation environment  212 , along a known path. Vehicle  214  is configured to move through real-life simulation environment  212  of venue  210 , under the control of venue management system  220 . As shown in the embodiment of  FIG. 2 , venue management system  220  is interactively linked to multi-user experience server  230 . 
     In some embodiments, vehicle  214  may correspond to an interactive bumper car, or kart racing vehicle, for which a travel path is known by virtue of being detected as the vehicle moves through real-life simulation environment  212 . In those embodiments, detection of the known path may result from sensors on vehicle  214 , and/or sensors provided in real-life simulation environment  212 , for example. In another embodiment, a travel path of vehicle  214  may be known by virtue of its being a predetermined path, such as where vehicle  214  comprises a vehicle restricted to a fixed track or rail line, for instance, and the known path comprises the predetermined fixed course. 
     Virtual environment generator  232 , residing on multi-user experience server  230 , is configured to produce a virtual environment corresponding to real-life simulation environment  212 . In addition, virtual environment generator  232  is configured to produce virtual events, which in some embodiments may be synchronized to real events occurring in venue  210 . Virtual events may correspond to real events such as the movement of vehicle  214  through real-life simulation environment  212 , and/or interactions between the local user occupying vehicle  214 , and venue  210 , as recorded by multi-user experience server  230 , for example. In some embodiments, in addition to virtual events in the virtual environment being synchronized with real events in real-life simulation environment  212 , real events in real-life simulation environment  212  may be synchronized to virtual events in the virtual environment produced by virtual environment generator  232 . 
     Multi-user experience server  230  is configured to enable the local user to perceive remote user  208  and to affect virtual events in the virtual environment corresponding to real-life simulation environment  212 , produced by virtual environment generator  232 . In one embodiment, multi-user experience server  230  may be configured to provide the local user with an augmented sensory perspective comprising a selective blending of the real events occurring in real-life simulation environment  212  and the virtual events produced by virtual environment generator  232 . In that embodiment, system  200  is capable of providing the local user with an augmented reality experience linked to their transport through real-life simulation environment  212 . 
     Moreover, in some embodiments, multi-user experience server  230  is further configured to enable remote user  208  to perceive the local user and to affect real events in real-life simulation environment  212 . As an example of these latter embodiments, a real-life simulation environment replicating a space combat sequence may include one or more local gun turrets representing enemy space station weaponry. Multi-user experience server  230  may, in conjunction with venue management system  220 , for example, enable remote user  208  to control aim and/or firing of the one or more local gun turrets, so as to affect events in real-life simulation environment  212 . 
     Thus, in some embodiments, system  200  enables substantially exact overlay of events occurring in the virtual environment engaged by remote user  208 , and real-life simulation environment  212  engaged by the local user. As a result, the local user and remote user  208  can interact in a seemingly shared experience provided by the seamless integration of their respective real-life simulation and virtual environments. Consequently, in those embodiments, remote user  208  may perceive the local user as a participant in the virtual environment, and to be interacting directly with remote user  208  in that environment. At the same time, in those same embodiments, the local user may perceive remote user  208  as a presence in real-life simulation environment  212 , able to produce real-life effects for the local user due to their seeming direct interaction with the local user within real-life simulation environment  212 . 
     According to the embodiment of  FIG. 2 , system  200  includes sensory effects controller  224  and haptic feedback system  226 . As shown in system  200 , sensory effects controller  224  and haptic feedback system  226  receive input from multi-user experience server  230 , and are in communication with venue management system  220 . Sensory effects controller  224 , under the direction of multi-user experience server  230 , may be configured to produce audio and/or visual effects, generate odors or aromas, and provide special effects such as wind, rain, fog, and so forth, in venue  210 . Sensory effects controller  224  may provide those effects to produce real events in venue  210  corresponding to virtual events produced by virtual environment generator  232 , as well as to produce real events corresponding to interaction with the local user occupying vehicle  214 , for example. 
     Haptic feedback system  226  may be configured to produce tactile effects in order to generate real events in venue  210  simulating the consequences of virtual events occurring in the virtual environment produced by virtual environment generator  232 . The tactile effects produced by haptic feedback system  226  may result, for example, from displacement, rotation, tipping, and/or jostling of vehicle  214 , to simulate the consequences of virtual events produced by virtual environment generator  232 . Although in the embodiment of  FIG. 2  sensory effects controller  224  and haptic feedback system  226  are shown as distinct elements of system  200 , in other embodiments the functionality provided by sensory effects controller  224  and haptic feedback system  226  may be provided by a single control system. In still other embodiments, sensory effects controller  224  and haptic feedback system  226  may be subsumed within venue management system  220 . 
     Turning now to  FIG. 3 ,  FIG. 3  shows a more detailed embodiment of a system for enabling a local user of a real-life simulation environment to interact with a remote user of a corresponding virtual environment, focusing on interactivity of the remote user, according to one embodiment of the present invention. Subsystem  300 , in  FIG. 3 , comprises multi-user experience server  330  in communication with client computer  340  via communication link  306 , corresponding respectively to multi-user experience server  130  in communication with client computer  140  via WAN  106   a,  in  FIG. 1 . It is noted that communication link  306 , in  FIG. 3 , may also correspond to LAN  106   b  linking remote user  108   b  and multi-user experience server  130 , in  FIG. 1 . 
     Multi-user experience server  330 , in  FIG. 3 , is shown to comprise virtual environment generator  332  including virtual environment  334 , corresponding to virtual environment generator  232 , in  FIG. 2 . Also present on multi-user experience server  330  is virtual environment interaction application  336   a,  which has not been represented in previous figures. Client computer  340  comprises controller  342 , browser  344 , and client memory  346 . Also shown in  FIG. 3  is virtual environment interaction application  336   b.    
     As shown in  FIG. 3 , virtual environment interaction application  336   a  may be accessed through communication link  306 , corresponding to WAN  106   a,  in  FIG. 1 . In that instance, virtual environment interaction application  336   a  may comprise a web application, accessible over a packet network such as the Internet. In that embodiment, virtual environment interaction application  336   a  may be configured to execute as a server based application on multi-user experience server  330 , for example, to enable a remote user, such as remote user  108   a,  in  FIG. 1 , to engage the virtual environment hosted on multi-user experience server  130  and corresponding to the real-life simulation environment of venue  110 . Alternatively, virtual environment interaction application  336   a  may reside on a server supporting a LAN, such as LAN  106   b,  or be included in another type of limited distribution network. 
     According to the embodiment of  FIG. 3 , however, client computer  340  receives virtual environment interaction application  336   b  as a download via communication link  306  from multi-user experience server  330 . Once transferred, virtual environment interaction application  336   b  may be stored in client memory  346  and executed locally on client computer  340 , as a desktop application, for example. Client computer  340  includes controller  342 , which may be the central processing unit for client computer  340 , for example, in which role controller  342  runs the client computer operating system, launches browser  344 , and facilitates use of virtual environment interaction application  336   b.  Browser  344 , under the control of controller  342 , may execute virtual environment interaction application  336   b  to enable a user to access and interact with virtual environment  334  hosted by multi-user experience server  330 . 
     The systems of  FIG. 1  through  FIG. 3  will be further described with reference to  FIG. 4 , which presents a method for enabling a local user of a real-life simulation environment to interact with a remote user of a corresponding virtual environment, according to one embodiment of the present invention. Certain details and features have been left out of flowchart  400  that are apparent to a person of ordinary skill in the art. For example, a step may consist of one or more substeps or may involve specialized equipment or materials, as known in the art. While steps  410  through  460  indicated in flowchart  400  are sufficient to describe one embodiment of the present method, other embodiments may utilize steps different from those shown in flowchart  400 , or may include more, or fewer steps. 
     Beginning with step  410  in  FIG. 4 , step  410  of flowchart  400  comprises providing a venue including a real-life simulation environment. In order to animate and clarify the discussion of the systems shown in  FIGS. 1 ,  2 , and  3 , as well as the present example method, let us consider, as a specific embodiment of the disclosed inventive concepts, the previously introduced roller coaster ride/shooting game provided as a theme park attraction replicating a space combat sequence. In view of that specific embodiment, and referring to  FIG. 2 , providing a venue including a real-life simulation environment in step  410  may be seen to correspond to providing venue  210  including real life simulation environment  212 , which may comprise the physical setup for the roller coaster ride itself, i.e., track, roller coaster carriages, special effects generating equipment, and so forth. 
     Venue  210  represents a controlled environment in which the features of objects within the venue are known, and the locations of those objects are mapped. For example, in the present specifically evoked theme park attraction embodiment, the location, size, and spatial orientation of video monitors configured to provide visual effects for the ride may be fixed and known. As another example, the location and performance characteristics of special effects generators, such as wind machines, audio speakers, interactive objects, and the like, may be predetermined and mapped. 
     The example method of flowchart  400  continues with step  420 , which comprises controlling progress of vehicle  214  through real-life simulation environment  212 . Continuing with the example of a theme park attraction roller coaster ride/shooting game, vehicle  214  may be seen to correspond to a theme park ride vehicle, such as a roller coaster car or carriage, for example. According to the present method, vehicle  214  is configured to transport a local user through real-life simulation environment  212  along a known path, which in the present example may correspond to the roller coaster track. 
     The progress of vehicle  214  through real-life simulation environment  212  of venue  210 , may be controlled by venue management system  220 . As may be apparent from review of steps  410  and  420 , because vehicle  214  is moving in a controlled and predictable way along a known path through real-life simulation environment  212 , various aspects of the vehicle motion through venue  210 , such as it&#39;s instantaneous speed, elevation, and direction of motion, for example, may be anticipated with a high degree of accuracy. 
     Flowchart  400  continues with step  430 , comprising producing a virtual environment corresponding to real-life simulation environment  212 . Referring to  FIG. 3 , producing corresponding virtual environment  334 , in step  430 , may be performed by virtual environment generator  332  on multi-user experience server  330 , for example. In the example of the roller coaster ride/shooting game presently under consideration, multi-user experience server  330  would be configured to host a computer virtual simulation of passage of vehicle  214  through real-life simulation environment  212 , in  FIG. 2 . 
     As a result of step  430 , two complementary realities corresponding to passage of vehicle  214  through real-life simulation environment  212  are created. One reality, the physical reality of the roller coaster ride in venue  210 , is created by the real events occurring during transport of the local user through venue  210 . The second reality is a computer simulated version of the roller coaster ride/shooting game that is generated so as to substantially reproduce the ride experience in virtual form. Consequently, the local user may enjoy the real visceral excitement of motion on a roller coaster, while interacting with remote user  208  engaging a virtual representation of the real-life simulation environment provided by multi-user experience server  230 . 
     Continuing with step  440  of flowchart  400 , step  440  comprises networking communications among the local user of real-life simulation environment  212  and remote user  208  of the corresponding virtual environment. Referring to  FIG. 1 , networking of communications may be performed by LAN  106   b,  either alone, or in conjunction with WAN  106   a,  to enable local user  118  and remote users  108   b  and/or  108   a  to access multi-user experience server  130  concurrently. 
     Moving to step  450  and returning to  FIG. 2 , step  450  comprises enabling the local user to perceive remote user  208  and to affect virtual events in the virtual environment. Step  450  may be performed by multi-user experience server  230 , which hosts the virtual environment. Where, for example, virtual events correspond to interactions between the local user occupying vehicle  214  and a virtual representation of the roller coaster ride/shooting game displayed to the local user, those events may be communicated to multi-user experience server  230  and recorded there. 
     For example, the local user may use firing controls provided on vehicle  214  to score virtual hits on virtual targets identified as being under the control of remote user  208 , though display of an avatar or other symbolic representation of an identity associated with remote user  208 . In some embodiments, the role assumed by remote user  208  may be adversarial. In other embodiments, however, the participation of more than one remote user in a multi-user interaction may include remote users allied with the local user, as well as remote adversaries. In those embodiments enabling the local user to perceive the remote users may include identifying the remote users as friends or foes. 
     Continuing with step  460  of flowchart  400 , step  460  comprises enabling remote user  208  to perceive the local user and to affect real events in real-life simulation environment  212 . As was the case for step  450 , step  460  may be performed by multi-user experience server  230 , which is interactively linked to venue management system  220 . Where, for example, real events correspond to real-life simulation environment  212  consequences of virtual events produced by remote user  208 , those events may be communicated to venue management system  220 , and special effects corresponding to the events may be produced in real-life simulation environment  212 . 
     For example, as previously described, a real-life simulation environment replicating a space combat sequence may include one or more local gun turrets representing enemy space station weaponry. Multi-user experience server  230  may, in conjunction with venue management system  220 , for example, enable remote user  208  to control aim and/or firing of the one or more local gun turrets, so as to affect events in real-life simulation environment  212 . If remote user  208  uses the gun turret to score hits on vehicle  214 , for example, and accumulate points exceeding a certain point threshold, vehicle  214  may be diverted to an alternative track during a subsequent ride interval. Such opportunities may occur one or more times during the ride, so that the course of events in real-life simulation environment  212  may depend to some extent on actions taken by remote user  208 . 
     In one embodiment, the method of flowchart  400  may further comprise synchronizing the real events and the virtual events so that the real events can be represented in the virtual environment and the virtual events can be represented in the real-life simulation environment. Synchronizing the real-life simulation environment and virtual environment enables a substantially seamless overlay of the virtual and real environments provided according to the present method. As a result, the local user may interact with the remote user and affect events in both environments in real time. For instance, video screens and speakers bordering the space ride could produce images and sounds corresponding to destruction of an enemy spacecraft as a result of a virtual hit achieved by either the local user or the remote user, through interaction with their respective interactive environments. 
     In some embodiments, the real events and the virtual events are selectively blended to provide the local user with an augmented sensory perspective, thereby providing an augmented reality experience. An augmented sensory perspective may be produced by the substantially seamless overlay of the virtual reality of the virtual environment and the real events occurring in the real-life simulation environment of the venue. Moreover, in one embodiment, the method of flowchart  400  may further comprise utilizing a haptic feedback system, such as haptic feedback system  226  in  FIG. 2 , to generate real effects in real-life simulation environment  212  corresponding to virtual effects in the virtual environment. For example, destruction of an enemy spacecraft, in addition to being accompanied by audio and visual effects produced in real-life simulation environment  212 , may be rendered even more realistic by recoil or jostling of vehicle  214  to simulate impact of the shock wave produced by the exploding spacecraft. Analogously, virtual hits by enemy spacecraft on vehicle  214  may be accompanied by displacements, rotations, tipping, and the like, produced by haptic feedback system  226 . 
     Thus, the present application discloses a system and method for enabling a local user of a real-life simulation environment to interact with a remote user of a corresponding virtual environment that advantageously enhances the realism of the experience for both groups of users. From the above description of the invention it is manifest that various techniques can be used for implementing the concepts of the present invention without departing from its scope. Moreover, while the invention has been described with specific reference to certain embodiments, a person of ordinary skill in the art would recognize that changes can be made in form and detail without departing from the spirit and the scope of the invention. It should also be understood that the invention is not limited to the particular embodiments described herein, but is capable of many rearrangements, modifications, and substitutions without departing from the scope of the invention.