Patent Publication Number: US-2023154119-A1

Title: Method for preventing user collision while playing in a virtual reality environment

Description:
CROSS-REFERENCE TO RELATED APPLICATIONS 
     This application is a continuation of U.S. patent application Ser. No. 18/094,186, filed Jan. 6, 2023, entitled METHOD FOR PREVENTING USER COLLISION WHILE PLAYING IN A VIRTUAL REALITY ENVIRONMENT (Atty. Dkt. No. EXPL60-35659), which is a Continuation-in-Part of U.S. patent application Ser. No. 17/701,276, filed Mar. 22, 2022, entitled SYSTEM AND METHOD FOR HAPTIC MAPPING OF A CONFIGURABLE VIRTUAL REALITY ENVIRONMENT (Atty. Dkt. No. EXPL60-35305), which is a continuation-in-part of U.S. patent application Ser. No. 17/062,928, filed Oct. 5, 2020, entitled SYSTEM AND METHOD FOR HAPTIC MAPPING OF A CONFIGURABLE VIRTUAL REALITY ENVIRONMENT (Atty. Dkt. No. EXPL60-35009), which is a continuation of U.S. patent application Ser. No. 16/355,218, filed Mar. 15, 2019, entitled SYSTEM AND METHOD FOR HAPTIC MAPPING OF A CONFIGURABLE VIRTUAL REALITY ENVIRONMENT, now U.S. Pat. No. 10,796,492, issued on Oct. 6, 2020 (Atty. Dkt. No. EXPL60-34525), which is a continuation of U.S. patent application Ser. No. 15/991,686, filed May 29, 2018, entitled SYSTEM AND METHOD FOR HAPTIC MAPPING OF A CONFIGURABLE VIRTUAL REALITY ENVIRONMENT, now U.S. Pat. No. 10,255,729, issued on Apr. 9, 2019 (Atty. Dkt. No. EXPL60-34109), the specifications of which are incorporated by reference in their entirety. 
    
    
     TECHNICAL FIELD 
     The present invention relates to virtual reality environments, and more particularly, to a system and method for selectively placing an avatar within a configurable virtual reality environment model that a user may interact with in conjunction with the virtual reality environment. 
     BACKGROUND 
     Virtual reality systems have been greatly increasing in popularity and usage as the ability to create virtual worlds using computer technologies have developed. Within a virtual reality system, a user wears some type of headset or viewing goggles which project a virtual world for the user to see. Virtual reality systems may find uses in various types of training for soldiers, police officers, firemen, etc. or within an entertainment environment such as a gaming or movie viewing system. Current virtual reality systems normally place the user in a location where the user may freely move about without physically touching anything in the real world other than the floor. Thus, if the user touches a wall or item in the virtual reality world they can see this interaction through their virtual reality (VR) headset but the user does not physically feel anything in the real world. 
     One manner in which the virtual-reality experience has been improved for users is the use of various types of haptic feedback. Items in a user&#39;s hand or mounted to their body may vibrate or shake in order to provide physical feedback similar to what is occurring within the virtual-reality world. Another technique has been the creation of a fixed set within the real world that in its physical configuration mimics the items that are being viewed in the virtual-reality world. Thus, for example, if the user was reaching out to touch a wall in the virtual-reality world, the user would feel a physical wall in the real world that would provide a further input such that the user did not only see themselves touching a wall but actually felt themselves doing so. The problem with creating these type of fixed per minute real world sites are that the system is limited to a single map for operating with the virtual-reality world and the requirements that the physical model be created at a fixed location that requires users to come from other locations in order to experience the VR world in this manner. 
     SUMMARY 
     The present invention, as disclosed and described herein, in one aspect thereof, comprises a system for generating a virtual reality environment includes a mocap suit having a plurality of sensors for generating at least one mocap suit output responsive to movement of an individual within the mocap suit within the virtual reality environment. At least one virtual reality player headset generates at least one virtual reality headset output responsive to actions of a player within the virtual reality environment. A virtual reality controller receives the at least one mocap suit output and the at least one virtual reality headset output and generates the virtual reality environment for display in the at least one virtual reality player headset. The virtual reality controller selectively generates an avatar associated with the mocap suit responsive to the at least one mocap suit output. The avatar being selectively inserted into the virtual reality world responsive to a first input and selectively removed from the virtual reality environment responsive to a second input. 
    
    
     
       BRIEF DESCRIPTION OF THE DRAWINGS 
       For a more complete understanding, reference is now made to the following description taken in conjunction with the accompanying Drawings in which: 
         FIG.  1    illustrates a user interacting with a haptic feedback steering wheel; 
         FIG.  2    illustrates a user in a VR headset physically interacting with a wall; 
         FIG.  3    illustrates a map of a physical room that may be created for a user in a VR world to interact with while interacting in the VR world; 
         FIG.  4 A  illustrates a flooring system of a configurable VR environment model; 
         FIG.  4 B  illustrates the cross brace and cross brace mounting hole within an I-beam; 
         FIG.  5    illustrates a wall panel support structure of a configurable VR environment model; 
         FIG.  6    illustrates a base support of the wall panel of  FIG.  5   ; 
         FIG.  7    illustrates a side support of the wall panel of  FIG.  5   ; 
         FIG.  8    illustrates a wall panel having a surface skin placed over the support structure; 
         FIG.  9    illustrates a wall panel having particular textures applied thereto; 
         FIG.  10    illustrates various sized wall panels; 
         FIG.  11    illustrates a perspective view of a cam-lock clamp; 
         FIG.  12    illustrates a cam-lock clamp inserted within cam-lock holes in wall panels; 
         FIG.  13    illustrates the manner in which wall panels and floor panels are interconnected with each other in the configurable VR environment model; 
         FIG.  14    illustrates various junction connections for wall panels; 
         FIG.  15    illustrates a 90° support member for interconnecting wall panels; 
         FIG.  16 A  illustrates an angled support member for interconnecting wall panels; 
         FIG.  16 B  illustrates a perspective view of a hinged vertical support member; 
         FIG.  16 C  illustrates an end view of the hinged vertical support member; 
         FIG.  17    illustrates an example of a configurable VR environment model constructed using wall panels and floor panels; 
         FIG.  18    illustrates a top view of a configurable VR environment model; 
         FIG.  19    illustrates the manner in which a configurable VR environment model may be generated; 
         FIG.  20    illustrates a flow diagram describing the manner for creation of the configurable VR environment model; 
         FIG.  21    illustrates a flow diagram describing the manner in which a customer would order a configurable VR environment model; 
         FIG.  22    illustrates a system for generating a plan and parts list for a configurable VR environment model responsive to provided VR world data; 
         FIG.  23    illustrates the manner in which a VR system and a configurable VR environment model interact with a user; 
         FIG.  24    illustrates a further embodiment for implementing sensors and physical world interactions with a user in the configurable VR environment model; 
         FIG.  25    illustrates a wall panel with a control system interface; 
         FIG.  26    illustrates a wall panel having communications links with other components; 
         FIG.  27    illustrates a flooring portion with an associated registration grid; 
         FIG.  28    illustrates a manner for expanding a virtual reality (VR) environment using a defined X by Y playing environment, transport/transition module and a VR system; 
         FIG.  29    illustrates the X by Y play environment including an external transport/transition module; 
         FIG.  30 A  illustrates the X by Y play environment including an internal transport/transition module; 
         FIG.  30 B  illustrates the X by Y play environment showing movement within the X by Y area that simulates movement over a much larger area; 
         FIG.  31    illustrates the manner in which a VR system may generate multiple VR pathways within the X by Y VR environment; 
         FIGS.  32 A-B  illustrate a flow diagram illustrating the process for utilizing the X by Y play environment to generate an expanded VR environment; 
         FIG.  33    illustrates the use of a X by Y play environment that is subdivided into smaller quadrants; 
         FIG.  34    illustrates a flow diagram of the manner for controlling movement of individuals between the quadrants of the X by Y play environment illustrated in  FIG.  33   ; 
         FIGS.  35 A-B  illustrate flow diagrams of processes for controlling player movement within a quadrant of the X by Y play environment illustrated in  FIG.  33   ; 
         FIG.  36    illustrates a general representation of a virtual-reality map consisting of a plurality of tile segments; 
         FIG.  37    illustrates a group of three tile segments from which a virtual-reality map can be formed; 
         FIG.  38    illustrates a first configuration of tile segments to form a virtual-reality map; 
         FIG.  39    illustrates a second configuration of tile segments to form a virtual-reality map; 
         FIG.  40    illustrates a third configuration of tile segments interconnected using a connector interface to form a virtual-reality map; 
         FIG.  41    illustrates a manner for providing additional inputs to a VR hub; 
         FIG.  42    illustrates a Mocap suit and the operation thereof; 
         FIG.  43    illustrates the generation of an adaptive VR environment; 
         FIG.  44    illustrates a manner for improved control of individuals with a VR environment; 
         FIG.  45    illustrates a flow chart of a process for creating multiple interactive groups of players within a VR environment; 
         FIG.  46    illustrates the manner in which a single physical environment can be separated into a multilevel virtual reality environment; 
         FIG.  47    illustrates the manner in which a single physical environment can be separated into multiple virtual reality environments; 
         FIG.  48    illustrates the position of multiple individual within a physical environment and a multilevel virtual environment; 
         FIG.  49    illustrates the position of multiple individuals within a physical environment and multiple virtual environments; 
         FIG.  50    illustrates a flow diagram process for placing a single player within a virtual reality environment in a manner that attempts to prevent collisions within the physical environment; 
         FIG.  51    illustrates a flow diagram of the process for generating player positions within a virtual reality environment with respect to a physical environment; 
         FIG.  52    illustrates a flow diagram for selectively displaying an image of players in the virtual reality environment to warn of a co-players position in the physical environment; and 
         FIG.  53    illustrates a flow diagram of the process for merging active avatars with non-active avatars when the avatars move between levels of a multiple level virtual reality environment. 
     
    
    
     DETAILED DESCRIPTION 
     Referring now to the drawings, wherein like reference numbers are used herein to designate like elements throughout, the various views and embodiments of a system and method for selectively placing an avatar within a configurable virtual reality environment are illustrated and described, and other possible embodiments are described. The figures are not necessarily drawn to scale, and in some instances the drawings have been exaggerated and/or simplified in places for illustrative purposes only. One of ordinary skill in the art will appreciate the many possible applications and variations based on the following examples of possible embodiments. 
     Referring now to  FIG.  1   , there is illustrated a first manner in which virtual-reality worlds have interacted with the real world using haptic feedback. Within a haptic feedback system, a user  102  receives physical feedback from a device that they are in contact with during the virtual-reality experience. In  FIG.  1   , the user  102  is holding a steering wheel  104 . In order to simulate driving an actual vehicle and receive feedback through the steering wheel  104  that simulates driving a vehicle, the steering wheel  104  will shake as shown generally at  106 . The shaking movement simulates the feel that a user would receive through a steering wheel  104  of an actual vehicle. The shaking  106  of the steering will  104  would be synchronized with events occurring through the virtual-reality (VR) headset  108  such that when a user  102  saw something through the headset  108 , they would also feel something related to what they saw through the steering wheel  104 . 
       FIG.  2    illustrates a further manner in which a user  202  interacts with a virtual-reality environment through a headset  204 . Normally, within a virtual-reality system, the user  202  sees the virtual-reality world through the headset  204 . Within the actual physical world, the user  202  is placed within an open room or area so that the user will not physically touch items in the real world that would conflict with the images being presented to the user in the virtual-reality world through the headset  204 . Thus, while the user  202  may see particular events through the headset  204  they do not “feel” the events they are seeing. In order to overcome this shortcoming, virtual-reality systems have been paired with a physical environment in a manner referred to as haptic mapping. Within this environment, physical elements  206  such as walls, windows, tables, doors, etc. are located within a physical area and these physical items are located at a same position as they are presented within the virtual-reality world that the user  202  is viewing through the headset  204 . Thus, when the user  202  reaches out with their hand and places their hand on a wall within the virtual-reality world, the user would also feel the actual wall  206  that has been placed within the physical space surrounding the user. Thus, the user  208  would experience a more immersive experience as they would both see and feel the virtual-reality experience. These physical models generated by existing virtual-reality systems are permanently created in fixed locations that require the virtual-reality systems users to experience only a single virtual-reality model because only a single physical environment is available with which the user can interact. Overhead cameras in the physical space allow mapping of the virtual headsets to the physical world. 
     A more detailed illustration of a configurable VR environment model  302  is illustrated in  FIG.  3   . A top-down view of a configurable VR environment model  302  of a room is illustrated. The room includes four walls  304  enclosing an interior area  306 . One wall  304  defines a door  308  enabling entry into and exit from the interior area  306  of the room. Another wall  304  defines a window  310  which would enable the user  314  to feel a window which they were looking out of in the virtual-reality environment. The room configuration also includes a table or counter  312  within the interior area  306  that may be physically interacted with by virtual-reality users  314  that are moving about the room. Finally, a closet  316  is defined in one corner of the room via another set of walls  318 . The closet  316  may be accessed via a second door  320 . 
     Within this configurable VR environment model  302 , the users  314  may move about the interior area  306  of the room. The physical structure enables the users  314  to actually touch walls  304  that they see within the VR world, pass through doors  308 ,  320  seen within the VR world, feel windows  310  that they are looking out of within the VR world and interact with structures such as tables or counters  312  located within the interior of the room. This provides the user  314  with a much more immersive VR experience as they are able to both see the VR world through their VR headset and feel a related item within the physical world. 
     In order to provide variety to the users  314 , the ability to provide a configurable VR environment model  302  is necessary. Otherwise, the users  314  would be required to always play a same physical model that could never be changed. This would limit the entertainment factor in a gaming type environment as the user  314  would become bored with the environment after a certain number of game plays. Within a virtual-reality training environment, it is often necessary to configure an environment to a particular situation for which a group of individuals is training. If the group is only allowed train up on a single fixed physical environment, the benefits of the training are greatly limited. Thus, the ability to provide a varied environment and varied training scenarios will provide much greater training benefits to all individuals involved. 
     In order to provide the configurable VR environment model, the structures must provide ease of configurability between the model components. Referring now to  FIG.  4 A , there is illustrated the floor configuration. The floor configuration consists of a plurality of aluminum I-beams  402 . The I-beam  402  comprises an I-shaped aluminum member that defines a plurality of holes  404  within the central portion  406 . In one embodiment, the holes comprise two inch holes that are separated by 28 inch centers. The holes  404  enable for a wireless chase between sections. Thus, wires necessary for operating electronic components of the VR system and associated configurable VR environment model may run below the floor without interfering with gameplay or training protocols. 
     Referring now also to  FIG.  4 B , there is more particularly illustrated the cross brace  410  and associated cross brace slot  408 . The cross brace  410  comprises an L-shaped aluminum member that includes a ¼ inch hole  412  located a distance from the end of the cross brace  410  at the connection axis of the two portions of the L-shaped cross brace. The central portion  406  of the I-beam  402  further defines a cross brace slot  408 . The cross brace slot  408  defines a L-shaped opening large enough to receive the L-shaped cross brace  410 . The cross brace slot  408  defines a pin  414  extending upward from the bottom angle connection point of the L-shaped slot. When the cross brace  410  is inserted into the cross brace slot  408 , the pin  414  engages the hole in the cross brace slot  408 . The locking pin  414  engages the hole  412  within the cross brace  410  to maintain the cross brace in a fixed position with respect to the I-beam  402 . In one embodiment, the cross braces  410  maintain I-beams  402  at 24 inch centers. When multiple cross braces  410  are located in several places along the length of a pair of I-beams  402 , a fixed flooring panel section is established. By tying several flooring panel sections together, a configurable VR environment model floor is established. 
     The I-beam  402  has a base member  416  which rest on the floor. A top member  418  has an aluminum bar  420  welded thereto. In one embodiment the aluminum bar comprises a ½ inch by three-quarter inch aluminum bar with the three-quarter inch surface being welded to the top member  418 . An aluminum cargo track  422  is welded to the top surface of the aluminum bar  420 . The aluminum cargo track  422  comprises a rectangular member defining an opening or slot therein along the longitudinal axis thereof. The aluminum cargo track  422  is welded to the top surface of the aluminum bar  420  along the bottom surface of one of the long sides of the rectangular aluminum cargo track. The top surface of the opposite long side of the rectangular aluminum cargo track  422  defines a slot  424  along the length of the cargo track. The slot includes a plurality of cam openings  426 . The cam openings  426  are large enough to receive a cam disk from the cam lock clamp which will be more fully discussed hereinbelow with respect to  FIGS.  11  and  12   . The cam openings  426  are set on a 2 inch center. This enables a high level of precision and granularity when placing wall panels to create configurable VR environment models on the floor sections. Once inserted through the cam openings  426 , a cam disk may be moved to a narrow portion of the slot between the openings to clamp an item in place. 
     Flooring within the floor sections consists of one inch plywood decking  428  that is laid on top of an edge of the top members  418  of the I-beams  402  between the aluminum cargo tracks  422 . The thickness of the plywood decking  428  is such that the top surface of the plywood decking will be level with the top surface of the aluminum cargo track  422 . While the discussed embodiment describes the use of plywood decking  428 , other types of decking material may be utilized for the flooring as long as the material is strong enough to support the weight of individuals walking on the decking surface and light enough to enable the reconfiguration of the floor paneling by a single individual. 
     Once the flooring sections are established within the configurable VR environment model, various wall panels may be configured on the flooring surface. Referring now to  FIG.  5   , there is illustrated a wall panel  502 . Each wall panel  502  consists of a base member  504 , two side members  506 , a top member  508  and cross braces  510 . The base member  504 , shown also in  FIG.  6   , is a C-shaped aluminum beam including a base portion  604  and two side portions  606 . The base portion  604  defines a plurality of elliptical slots  602 . The elliptical slots  602  enable the base member  504  to be moved to a variety of positions along the longitudinal axis  608  of the C-shaped aluminum beam. The base member  504 , side members  506  and top member  508  are welded together at their ends to form a rectangularly shaped wall panel  502  and the ends of cross braces  510  are welded to opposite corners of the rectangle in order to provide angular support to the wall panel structure. 
     Each wall panel  502  includes a pair of side members  506  that also comprise C-shaped aluminum beams as shown in  FIG.  7   . As with the base member  504 , each side member  506  includes a base portion  702  and two side portions  704  within the C-shaped aluminum beam. The base portion  702  further defines a number of connecting slots  706  for interconnecting the wall panels  502  with adjacent wall panels or other types of vertical supporting members. The slots  706  are configured to receive a cam disk of the cam block clamp (see  FIG.  11   ) and include an opening for inserting a cam disk and slot for receiving the cam shaft. The embodiment shown in  FIGS.  5  and  7    include three connecting slots  706  for interconnecting the wall panels  502 , but one skilled in the art will appreciate that additional, or fewer, slots may be utilized for interconnecting the wall panel with adjacent structures. The connecting slots  706  will be at a consistent placement with respect to adjacent wall panels  502  such that a cam lock clamp may be placed through aligned connecting slots  706  of adjacent side members  506  to enable connections therebetween. 
     As shown in  FIG.  8   , once the structural frame of the wall panels  502  have been created, covering panels  802  are connected to each side of the wall panel over the wall panel frame defined by the base member  504 , side members  506 , top member  508  and cross braces  510 . The covering panel  802  defines a number of openings  804  therein. The openings  804  along the side members  506  enable for movement and positioning of the wall panel  502  when it is being moved between locations or positioned into a configurable VR environment model. An opening  804  along the bottom of the wall panel  502  near the base member  504  is used for similar purposes. The covering panels  802  additionally include a plurality of holes  806  therein forming a grid across the entire surface of the covering panel  802 . The holes  806  are separated on a ¼ inch up to any size centers that will fit within the covering panel  802 . The covering panels  802  are connected to the wall panel frame via connectors  805 . The plurality of holes  806  enable various textures and items to be connected to the wall panel  502  or formed as an integral part thereof. Thus, by utilizing pegs on the backside of an item, the pegs may be inserted through the holes on the covering surface  802  to enable the item to be affixed to the wall. The material affixed to the wall may comprise textures such as a rock or wood wall, a window or other type of opening outline, or may be used for providing a shelf, mantle for a fireplace or any other texture which would need to be simulated within the real world to provide tactile feedback to a user in the VR world consistent with what they are viewing in the virtual world. 
     Referring now to  FIG.  9   , there is illustrated the manner in which textures may be inserted into the covering panel  802  using the plurality of holes  806  on the surface thereof. In  FIG.  9   , a window  902  has been created on the wall panel  502 . The window  902  consists of a rectangular frame structure and cross pieces for creating a model of a window frame. Additionally, a shelf  904  has been inserted into the wall panel  502  to provide a surface below the window which may be touched or have items placed there on. The shelf  904  could additionally have items  906  placed there on that a user may interact with but the items  906  would need to be placed within a specific registered location of on the shelf  904  such that the item can be specifically located within the VR world being presented to the user through their VR headset. The item  906  could be registered by being placed within a specific location on the shelf  904  or alternatively, could include some type of transmitting device that enabled the system to determine a position of the item when it moves within the VR world in much the same manner that position of individuals interacting with the VR world have their position tracked. 
     The wall panels  502  may be constructed in a variety of sizes in order to accommodate differing virtual-reality environment models as shown in  FIG.  10   . Wall panels  502  may be 3″×45″×96″  1002 ; 3″×22.5″×96″  1004 ; 3″×12″×96″  1006  or any other applicable size. Each of the wall panels  1002 ,  1004  and  1006  comprises the panel frame  1008  covered by a pair of panel coverings  1010 . The covering panels  1010  comprise vacuum formed textured panels that may be quickly changed using panel quick connect fasteners  1012  to provide differing wall surface textures to suit various configurable VR environment models. The varying size wall panels enable the modeling of a variety of different configurable VR environment models for use with differing types of VR worlds. 
     While the above descriptions have envisioned a wall panel  502  including rigid base members  504 , side members  506  and top members  508 , the wall panel may also be construct did using flexible members that may be temporarily or permanently bent to a curved position. In this manner, the base member  504  and top member  508  could be curved to represent a curved representation in the configurable VR environment model such as a column, tree trunk or other curved surface. Additionally, the side members may also be flexibly bent in the vertical axis to create a curving surface such as a dome or archway rising above or away from the user in the virtual-reality environment. In this manner, curved surfaces may also be created in the configurable virtual-reality environment model rather than just being limited to planar surfaces. Alternatively, some or all of the base member  504 , top member  508  and side members  506  may be constructed from rigid curved members to provide the same curved infrastructure in a more permanent form. 
     The wall panels  502  and I-beams  402  of the floor unit are interconnected using connecting clamps. Referring now to  FIGS.  11   , there is an example of a particular embodiment of a clamp comprising a cam-lock clamp  1102 . The cam-lock clamp  1102  comprises a base plate  1104  and a cam-lock disk  1106  located on a bottom side of the base plate  1104 . The cam-lock disk  1106  fits through openings in for example the aluminum aircraft cargo track  422  of the I-beam  402  and the side members  506  of the wall panels  502 . After being inserted through the openings, the cam-lock disk  1106  may be locked down on surfaces located between the cam-lock disk and the base plate  1104 . The cam-lock disk  1106  is locked in place using a lever  1108 . In the unlocked or raised position the lever  1108  surfaces may move freely between cam-lock disk  1106  and the base plate  1104 . When the lever  1108  is in the locked or lowered position, the cam-lock disk  1106  and base plate  1104  will securely clamp to any surface located between the cam-lock disk and the base plate. 
     The manner of use of the cam-lock clamp  1102  is more fully illustrated in  FIG.  12   , wherein there is illustrated a cam-lock clamp  1102  inserted through locking holes  1202  of a wall panel. The locking hole  1202  includes a cam hole  1204  and slot  1206 . The cam-disk  1106  of the cam-lock clamp  1102  is inserted through the cam holes  1204  of the wall panels and is lowered into the slot  1206  while the lever  1108  is in the open or unlocked position. After the clamp  1102  is moved into the slot  1206 , the lever  1108  is moved to the locking position. This causes the cam disk  1106  to clamp together with the base plate  1108  and secure the side members of the wall panels together. 
     Referring now to  FIG.  13   , the wall panels  502  and I-beams  402  may be interconnected with each other utilizing the cam-lock clamps  1102 . The wall panels  502  are connected to the I-beams  402  by placing the slots  602  of the base member  504  of the wall panel over a particular cam opening  426  within the cargo track  422  of the I-beam  402 . As discussed previously, the cam openings  426  are separated by two inch centers. This enables the wall panels  502  to be positioned in two-inch increments enabling a high level of precision in the wall panel placement. When the wall panel  502  is located in a desired location and the slot  602  is aligned with one of the cam openings  426 , a cam-lock clamp  1102  is placed such that the cam-lock disk  1106  inserts through one of the cam-lock holes  426 . The lever  1108  of the cam block clamp  1102  may then be moved to a lock position in a narrower portion of the cargo track  422  to clamp the base member  504  of the wall panel  502  to the floor. The base plate  1104  of the cam-lock clamp  1102  and the cam disk  1106  clamp the base member in the cargo track  422  between them to securely fasten the wall panel member  502  to the floor. The two inch centers of the cam openings  426  enable the wall panels  502  to be placed in horizontal, vertical and angled orientations with respect to the cargo tracks  422  and provide a variety of levels of configurability of the wall panels. The combination of the openings  426  within the cargo tracks  422  and the slots  602  of the base members  504  allow for a great deal of movement flexibility in the placement of the wall panels  502 . The large number of openings  426  within the floor cargo tracks  422  allow the placement of the wall panels  502  at a large number of locations and in a variety of orientations with respect to the tracks. The slots  602  allow for a large degree of movement along the axis  602  of the base member to allow the wall panel placement to be finely tuned to meet the requirements of the configurable VR environment model. 
     The side members  506  of the wall panel  502  may interconnect with other wall panels or vertical support members  1302  as will be more fully described hereinbelow. The side members  506  interconnect with other wall panels  502  or vertical support members  1302  using the cam-lock clamps  1102 . With the lever  1108  in the unlocked position, the cam-lock disk  1106  is located in a position that will pass through the openings  804  within the side members  506  or vertical support members  1302 . The cam-lock member  1106  may then be moved to a position that will not pass through the opening  804  and the lever  1108  is moved to the locking position. This locks the side members  506 &#39;s or vertical support member  1302  between the base plate  1104  and cam-lock member  1106  to help maintain the wall panel  502  in an upright position. 
     Referring now to  FIG.  14   , there is provided more detailed information regarding the manner for interconnecting side members  506  of wall panels  502 .  FIG.  14    illustrates a number of interconnected wall panels  502  in a 90° connection  1402 , a T-Junction connection  1404  and an angled connection  1406 . The 90° connection  1402  and T-junction connections  1404  are achieved using a vertical support member  1502  as shown in  FIG.  15   . The vertical support member  1502  comprises a rectangular member  1506  made from aluminum tubing. Each of the four sides of the rectangular member  1506  defines multiple cam openings  1504  therein for receiving the cam disk  1106  of the cam-lock clamp  1102 . The rectangular member  1506  may have a side member  506  of a wall panel  502  clamp thereto using cam-lock clamp  1102 . The openings  1504  of the rectangular member  1506  are positioned to align with corresponding openings  706  of the side members  506  of the wall panel  502 . Thus, by inserting the cam disk  1106  through the aligned holes  706  and  1504  placing the lever  1108  in the locking position, multiple cam-lock clamps  1102  may be used to secure wall panels  502  in a 90° connection  1402 . 
     In a similar manner, a T-junction connection  1404  may be achieved using the vertical support member  1502 . In the case of a T-junction connection  1404 , the rectangular member  1506  has wall panels  502  connected to three sides thereof. As before, the holes  1504  within the vertical support member  1502  are aligned with corresponding openings  706  of a side member  506  of a wall panel  502 . A cam-lock clamp  1102  is inserted through the aligned holes and locked into place to lock the wall panel in an upright position. In a similar manner to that described with respect to the T-Junction connection  1404 , wall panels  502  could also be connected to each side of the vertical support member  1502  to provide a four wall panel intersection connection if needed. 
     An angled connection  1406  utilizes an angled vertical support member  1602  as illustrated in  FIG.  16 A . The angled vertical support member  1602  comprises a triangular member  1604  including three sides. Either two of the sides, or all three of the sides define openings  1606  therein. Each of the openings  1606  align with a similar opening  504  within the side member  1506  of the wall panel  502 . A cam-lock clamp  1102  is inserted through the aligned holes and the lever moved to the lock position to secure the wall panel  502  with the angled vertical support member  1506 . The angle provided by the angled connection  1406  of  FIG.  14    comprises a 22.5° angle connection. However, angles of various other degrees may also be implemented within the angled vertical support member  1506  that are consistent with the two inch centers provided by the I-beams. 
     Referring now to  FIGS.  16 B and  16 C  there is illustrated a further manner for interconnecting wall panels  502  together. Rather than directly connecting the side members  506  together or connecting the side member to a vertical support member  1502  or angled vertical support member  1602 , a hinged vertical support member  1620  may be utilized. The hinged vertical support member  1620  comprises first and second U-shaped aluminum members  1622  having a base portion  1624  and two side portions  1626  extending perpendicularly from each edge of the base portion. The U-shaped aluminum members  1622  are interconnected by a hinge mechanism  1628 . The hinge mechanism  1628  comprises a first plate  1630  that connects to a side portion  1626  of a first U-shaped aluminum member  1622  and a second plate  1632  that connects to a side portion of a second U-shaped aluminum member. The first plate  1630  and second plate  1632  are connected at a rotating connection  1634 . 
     The base portion  1624  of the U-shaped aluminum members  1622  defines a plurality of connection holes  1636  therein. The connection holes  1636  comprise the hole and slot configuration as described above with respect to the wall panel side members  506  that are placed and sized to align with the corresponding connection holes located on the side members  506  of a wall panel  502  or the vertical support members. The connection holes  1636  on the U-shaped aluminum members  1622  are aligned with the corresponding connection holes on the side panel  502  or vertical support members and interconnected with each other using a clamping mechanism  1102 . Once connected, the wall panel may be moved along an axis  1638  to be placed at any desired angle between 0° and 90°. While  FIGS.  16 B and  16 C  have illustrated the use of a single hinge mechanism  1624 , in alternative embodiments a separate smaller hinge mechanism may be separately located on the U-shaped aluminum members  1622  rather than using a single hinge mechanism. 
     Using the above described components for designing a configurable VR environment model, a structure such as that provided in  FIG.  17    may be provided. A structure comprising a plurality of full-size wall panels  1702  is provided that creates an exterior wall. A small closet area is defined by panels  1704 . An interior wall is provided by a pair of full-size panels  1706  and a 22 and a half-inch panel  1708  and 12 inch panel  1710 . Support members provide for both 90° corner connections at  1712 A and  1712 B and a T-junction at  1712 C. Finally, 22.5° angle corners are provided at angled vertical connectors  1714 . The angled corners allow for a more gradual change in direction of the wall. Once the wall panels have been erected, the coverings may be placed over the support structures in order to provide the desired wall textures. 
       FIG.  18    provides a top-down view of the structure created in  FIG.  17   . The exterior walls  1802  are created by a series of interconnected wall panels that are connected at a 90° connection using a vertical support member at point  1804 . A small closet is created by panels  1806  provided via a T-junction using a vertical connection member at point  1808  and a 90° connection using a vertical support member at point  1810 . Panels  1812  comprise smaller size wall panels as described hereinabove to provide the door opening  1814 . A curved wall structure is provided using a series of wall panels  1816 . The panels forming the curve are interconnected via angled vertical supports at points  1818 . The angled vertical supports provide a 22.5° angle between adjacent panels to provide the slowly curving/angled surface. Utilizing the slots within the base members of these wall panels and the holes within the track of the I-beams of the floor, the wall panels  1816  may be placed in a desired fashion to provide the curving wall structure. Finally, an additional closet structure is provided using panels  1820  that are interconnected via vertical connection members at points  1822 . 
     The configurable VR environment model illustrated with respect to  FIGS.  17  and  18    has the advantages of being quickly built, broken down and reconfigured by a single individual. The quick release clamping mechanisms and aluminum support structure enable the components to be easily moved by the single individual without requiring the use of large crews for building, breakdown and reconfiguration. Additionally, the design of the components does not require the use of any specialized tools for building the configurable VR environment model. The flooring sections comprised of the I-beams  402 , cross braces  410  and panels  428  may be put together by hand without the need for any specialized tooling. The wall panels  502  and vertical support members may be placed and interconnected with each other using only the panels, vertical support members and clamping mechanisms. This ease of building and reconfigurability by a single individual without requirements of specialized allow for the creation of a variety of configurable VR environment models that enable the VR system to be utilized in a variety of gaming and training environments that are ever-changing and deliverable to a variety of locations. 
     The configurable components described hereinabove provide a number of benefits to enable the creation of a configurable virtual-reality environment that when paired with a virtual-reality system that displays a virtual-reality environment to a user through a VR headset provide a much more immersive user experience due to the ability to view the virtual-reality world through the headset and feel the virtual-reality world through the configurable VR environment model. The creation of the configurable VR environment model may be achieved as generally shown in  FIG.  19   . VR world data  1902  describing things such as locations of walls, doors, windows and other physical structures within a VR world may be paired with information regarding the configurable components  1904 , such as wall panel, floor I-beam, vertical support structures, etc. described hereinabove to enable the generation of the configurable VR environment model  1906 . Upon generation of the model  1906  items such as a parts list of the configurable components  1904  may be created in order to build the environment model for use by individuals. 
     Referring now to  FIG.  20   , there is illustrated a flow diagram of a process for creating the configurable VR environment model using the system described herein. Initially, at step  2002  data relating to the VR world to be modeled is received. This information may be physically delivered to a location that provides the configurable VR environment model components or this information could be downloaded via a website or some other type of network connection. This data comprises information defining the physical structures within the VR world that may have physical components modeled therefore using the described configurable components. The received VR world data is used to map at step  2004  a real world model that represents the VR world components that would the displayed to a user through a VR headset. The hardware necessary to create the real world model is determined at step  2006 . This process would involve the determination of the wall panels  502 , I-beams  402 , vertical support members  1502 , angled vertical support members  1602  and wall panel coverings  1010  necessary for building the configurable VR environment model that has been generated responsive to the provided VR data. The determined hardware components are pulled at step  2008  to enable the building of the configurable VR environment model. The pulled hardware and instructions for building the generated configurable VR environment model are delivered to a location in which the VR system and model are to be configured. This can comprise a business location, remote location or any other physical site having sufficient area for setting up the configurable VR environment model. The configurable real world environment model is built at step  2012  to provide the physical aspect to the virtual-reality world environment presented to users through, for example, some type of VR headset. 
       FIG.  21    is a flow diagram describing the process from the viewpoint of a customer that would be ordering the configurable VR environment model for installation at a location of their choosing. The customer initially uploads their virtual-reality data describing the world they wish to create a physical model for at step  2102 . Responsive to the provided VR data using the procedure more fully described respect to  FIG.  20   , the information necessary to generate the configurable VR environment model is generated and provided back to the customer such that the hardware list and associated instructions for the model are received by the customer at step  2104 . The customer reviews the list and model and if desiring to continue, proceeds to order the necessary hardware for building the configurable VR model at step  2106 . The customer receives the can hardware and configurable model plan at step  2108  responsive to their order that enables them to build the configurable VR environment model at step  2110  in accordance with the provided plan using the provided hardware components. 
     Referring now to  FIG.  22   , there is illustrated a functional block diagram of a system for generating a VR environment model plan and parts list in accordance with the system described hereinabove with respect to  FIGS.  20  and  21   . The VR environment model plan generation system  2202  includes a VR system interface  2204  that provides a connection to receive virtual-reality world implementation data from a VR system. This data would provide information relating to structures such as walls, doors, windows, etc. within the virtual-reality world for which a configurable VR environment model must be created. The VR data downloaded from the VR system is mapped from the virtual reality word to the real world using the Game to Plan Mapping functionality  2205 . The Game to Plan Mapping functionality takes the VR world information and maps it to an implementation in the physical world. Thus the mapping functionality would determine that a physical wall was located at a particular point, that a door was located a predetermined distance from one end of the wall, that a second wall is located a predetermined number of feet from this wall, etc. The mapping functionality  2205  would generate sufficient indexing and reference points between all of the structures within the VR world such that the same structures can be described within the physical world. This process can be accomplished for any gaming environment, VR or otherwise. A configurable hardware database  2206  provides data with respect to all of the available components for building a configurable VR environment model. The database  2206  would include information on the wall panels, I-beams, sensors, tactile feedback devices and other type of components which are available for use in the building of the configurable VR environment model. Various ones of these components have been discussed hereinabove, however it should be realized that other types of components may be utilized. 
     A configurable VR environment plan generator  2208  utilizes information provided from the Game to Plan Mapping functionality relating to the physical mapping of the virtual-reality environment to the physical world and the available hardware components from the configurable hardware database  2206  to generate a plan for a configurable virtual-reality environment model. The plan would illustrate the placement of floor section components, wall panels, vertical member supports, angled vertical supports and other physical components that provide a physical model of the virtual-reality world illustrated in the virtual-reality data that has been provided. The plan will illustrate the placement of these real-world components such that user may receive tactile response when touching a wall that has been placed in a physical location to correspond to a wall projected to the user through the virtual-reality system. The plan would designate the particular components to be utilized in constructing the model and illustrate their placement with respect to other components in the model. This would enable an individual to easily construct the designated configurable VR environment model. 
     The parts list generator  2210  utilizes information from the generated VR environment plan provided by the environment plan generator  2208  and the available hardware components from the database  2206  to generate a complete parts list. The parts list would comprise a list of wall panels and their associated sizes, the number of I-beams and cross braces, the number of panel coverings of particular textures and other available components that would be necessary for constructing the configurable virtual-reality environment model according to the plan generated by the plan generator  2208 . The parts list would list the number of items grouped by type and provide the necessary number of components for implementing the plan. The parts list provided by the parts list generator  2210  enables an individual constructing a configurable VR environment model to confirm that they had the components necessary for constructing the model, or enable the company providing the components to have a list to work from for pulling the hardware that is to be provided to a customer for the construction of a particular VR environment model. The model plan generated by the environment plan generator  2208  in the parts list generator  2210  may be provided for use by an individual through an output interface  2212 . The output interface  2212  may connect to a display, printer, network connection, etc. depending upon the manner in which the data that has been generated is to be utilized. 
     Referring now to  FIG.  23   , there is illustrated the manner in which the above systems interact with each other to provide a more immersive virtual-reality experience to users  2302 . A VR system  2304  generates a VR world that is projected as images to a headset  2306 . The visual VR world projected to the headset  2306  from the VR system  2304  enables the user  2302  to visually discern the virtual-reality world elements that are being projected into the headset. Combined with the visual data provided to the user  2302  through the headset  2306 , the configurable VR environment model  2308  may be interacted with by the user  2302 . The configurable VR environment model  2308  allows the user  2302  to physically touch the structures that are visually discerned within the headset  2306  to provide a more immersive virtual-reality experience. The configurable VR environment model  2308  is constructed based upon data provided from the VR system  2304  that enables the placement of the physical structures in a manner that will correspond with the user interactions within the virtual-reality world displayed within the headset  2306 . Thus, the user can both touch and see the virtual-reality world that is being experienced. 
     In addition to providing the physical structures such as floors, walls, doors and windows that a user may tactilely interact with in the configurable VR environment model, further feedback may be provided to a user using a combination of sensors and physical feedback as shown in  FIG.  24   . A user  2402  wearing a virtual-reality headset  2404  approaches a structure of the configurable VR environment model such as a wall  2406 . Sensors detect the user  2402  as they approach the  2406 . The sensors may take the form of a floor mounted pressure sensor  2408  that is actuated when a user physically stands upon the pressure sensor or, alternatively, a proximity sensor  2410  may detect the presence of the user  2402  as they approach a structure such as a wall  2406 . The proximity sensor  2410  may utilize RF or optical feedback signals for detecting the presence of the user  2402 . The pressure sensor  2408  or proximity sensor  2410  upon detection of an approaching user  2402  provides an actuation signal to an environmental feedback device  2412 . Upon receipt of the actuation signal, the environmental feedback device  2412  will provide an environmental output  2414  that interacts with the user  2402 . The environmental feedback device  2412  may comprise any number of devices such as a fan for blowing air on the user  2402 , a heat lamp for projecting heat waves toward the user, a spray bottle for squirting a liquid on the user or any other similar type devices. 
     In this manner, the user  2402  is able to experience a simulated environmental interaction caused by approaching a particular structure. Thus, if the user  2402  was approaching a window the sensors  2408 ,  2410  could detect the user&#39;s presence and turn on a fan that blows air on the user simulating a breeze coming through the window. Alternatively, if the user were approaching a fire in the VR world, the sensors  2408 ,  2410  connecting the proximity of the user could turn on a heat lamp to cause the user to experience the heat from the fire. Similarly, the spray bottle could be used for spraying water on a user who was near an opening during a rainstorm or running water that might splash onto the user based upon their position within the virtual-reality world. The combination of sensors and environmental feedback devices  2412  further improve the immersive experience of the user within the virtual-reality. The sensors  2408 ,  2410  may also be used to control the environmental feedback devices  2412  to provide other types of feedback such as making a wall panel feel warm or cold to the touch to better reflect the information being provided through the VR headset  2404 . 
     The individual wall panels  502 , as described hereinabove, may be configured to include sensors and other environmental feedback components to provide an improved virtual-reality experience to the user interacting with a wall panels. As shown in  FIG.  25   , each of the wall panels  502  can include an interface  2502  enabling interconnect ability of the wall panel with a centralized control system. A power connection  2504  provides a standard power connection to provide electrical power to all electrical and electronic components interconnected with a panel network  2506 . The power connection  2504  may be used to provide power to sensors  2410  or environmental feedback components  2412  such as those described with respect to  FIG.  24    that are implemented within the wall panel  502 . The interface  2502  may further include a communications interface  2508  that allows for wired connection to a standard communications interface such as an RJ-45 connector such that electronic opponents within panel network  2506  of the wall panel  502  may be addressed from an external controller through the communications interface. In addition to, or alternatively a wireless interface  2510  may be utilized to provide communications between the panel network  2506  and an external system controller. The wireless interface  2510  may implement any wireless communications protocol such as Wi-Fi. 
     Referring now also to  FIG.  26   , there is illustrated the manner in which a central controller  2602  may have individual communication links  2604  with wall panels  502 . Each of the wall panels  502  would include one or more Internet accessible components  2606 . These Internet accessible components  2606  could comprise individual devices such as sensors or environmental feedback devices such as those described earlier or some type of central control device associated with the panel network  2506  implemented on a particular panel  502 . This would provide an Internet of things (IOT) type of communication between the central controller  2602  and the Internet accessible devices  2606 . The communication links  2604  may comprise either wired or wireless communication links between the central controller  2602  and the Internet capable devices  2606 . This configuration enables the central controller  26  a two communicate with particular Internet accessible components  2606  within the configurable VR model responsive to positioning of a user within the system. Thus, if a user was determined to be close to a Internet accessible device  2606  comprising a fan, the central controller  2606  could turn on the fan to blow a breeze on to the user as they were shown walking past a window or doorway within the VR world. This would allow control of various tactile feedback components within the configurable VR environment based upon the determined user positioning that did not necessarily rely upon sensors as described with respect to  FIG.  24   . Each of the Internet accessible components  2606  would be independently addressable items that may be individually and specifically contacted by the central controller  2602 . 
     Referring now also to  FIG.  27   , there is illustrated a flooring portion  2702  of a configurable VR environment model that has been constructed for a particular VR world. The flooring portion  2702  is divided in to a grid consisting of predetermined size squares that provide a map of the floor portion  2702 . Each line of the grid is associated with identifiers A through G along one axis and identifiers 0 through 10 on a second perpendicular axis. The identifiers may comprise any component as long as they uniquely identify a physical location within the floor portion  2702 . The grid may be based upon particular locations within the cargo tracks  422 . In this manner, when a wall panel  520  is placed upon the floor portion  2702  the corners of the base members of the wall panels may be registered according to a grid location that the wall panel corner is most closely located. In this manner, each wall panel  502  within the configurable VR environment model may have a registered physical location associated there with, and a addressable network location associated there with that may be accessed via the central controller  2602 . This provides a unique and specific mapping between the physical components of the configurable VR environment model in the visual elements provided in the virtual-reality world. 
     Utilizing the described system, a configurable physical VR environment model may be quickly assembled by an individual providing a VR environment to a user for gaming or training purposes. Due to the configurable nature of the VR environment model, the game or training process can be changed to reflect new parameters and not be limited to one implementation. This provides a great deal more of flexibility that is much more entertaining within the gaming environment and much more instructive with respect to the training environment. 
     Referring now to  FIG.  28   , there is illustrated a manner for creating an expanded VR environment  2802  utilizing a combination of a physical X by Y environment  2804 , a transport/transition module  2806  and a VR system  2808 . The physical X by Y environment  2804  creates an area consisting of floor panels defining the X by Y virtual reality (VR) area and wall panels that are placed around the edges of the X by Y area defined by the floor panels. The floor panels and wall panels used to create the physical X by Y area may comprise those panels configured as described hereinabove or any other floor and wall panel configurations enabling construction of the physical X by Y area. As will be described in more detail hereinbelow, the physical X by Y area defined by the wall panels in the floor panels facilitate indexing for the VR system  2808 . It should be understood that, once an individual is in a VR world, any physical barriers are not visible to them. 
     The transport/transition module  2806  provides an area either external to the X by Y area  2804  or within the X by Y area that may be used to give the VR user an impression within the virtual reality environment that they have moved from one location to another location or from one area to another area. The transport/transition module  2806  may appear within the VR world to comprise an elevator, aircraft, etc. that appears to move the VR user between the areas/locations. The VR system  2808  generates the VR world for display to a user through a headset, goggles, glasses etc. that enables the VR user to view and hear the virtual reality environment. The VR system  2808  utilizes the physical X by Y environment  2804  to move the VR user through the virtual reality world to various haptic feedback devices  2810 . The haptic feedback devices  2810  may be reused multiple times within the virtual reality environment in order to provide the user the expanded VR environment  2802 . This is achieved by the VR system  2808  providing multiple VR environments to the VR user within the physical X by Y environment  2804 . Each of the multiple VR environments will define different pathways to a same haptic device  2810  in order to provide the VR user with the illusion of interacting with different haptic devices  2810  within different VR environments even though the same devices are being repeatedly used. The multiple uses of the haptic devices  2810  within the multiple VR environments presented within the fixed physical X by Y environment  2804  provides the user with the illusion of the expanded VR environment  2802 . These multiple VR environments presented within the physical X by Y environment is achieved by the VR movement using the transport/transition module  2806 . 
     Referring now to  FIGS.  29  and  30 A -B, there are illustrated the various implementations of the physical environment  2804  and the transport/transition module  2806 .  FIG.  29    illustrates an implementation wherein the physical VR environment  2804  includes a transport/transition module  2806  located external to the defined X by Y area of the physical environment  2804 . The physical environment  2804  includes the multiple floor panels (in this case 12)  2902  comprising the floor area of the physical X by Y environment  2804 . The floor panels  2902  are covered by a decking as described hereinabove to describe the limits of the X by Y physical environment  2804 , noting that any or all of these floor panels  2902  could have a haptic feedback function associated therewith. The X by Y area is enclosed by a number of wall panels  2904  located along the peripheral edges of the combined floor panels  2902 . The wall panels  2904  define the edge limits past which a VR user may not physically pass while within the VR experience within the associated VR world. As used herein, the VR world is defined as a space within which the VR experience is situated for an individual. This VR world may actually be created so that it does not extend beyond the physical space defined by the wall panels  2904 . However, it is possible that the VR world, as it appears to a user within the VR experience, could extend beyond the physical edge limits associated with and defined by the wall panels  2904 . The VR world will have to be constructed such that the user within the VR experience would not be encouraged to travel in the VR world beyond some VR boundary. For example, there could be a virtual walkway in the VR world that would pass by a much larger area beyond a virtual wall that lined the virtual walkway. The user could, in the VR experience, view this much larger part of the VR world, but jumping over the virtual wall would result in the user possibly colliding with the wall panels  2904 . It is also possible to patch together multiple different VR worlds from other VR systems. For example, there could be one VR world within a physical space located in one location in the country and another VR world within a physical space located in another location of the country. These two disparate VR worlds could be linked together as a single VR world, wherein the VR experience is shared between the two disparate VR worlds. A participant in the VR experience in one of the VR worlds could actually see and virtually interact with a participant in the VR experience in the other of the VR worlds, with the limitation that they could not travel across the two VR worlds. Each of the participants can see the other participant and virtually interact with them but just cannot travel within the same physical space upon which the respective VR world is mapped onto. 
     One or more haptic feedback devices  2906  are associated with particular wall panels  2904 . The haptic feedback devices  2906  may comprise any number of functionalities such as those described hereinabove including, but not limited to, switches, fans, squirt bottles, heat generators, etc. that may provide a VR user with a physical feedback based upon actions that are occurring within the VR environment. The wall panels  2904  may also be configured to include door openings  2908  which may be used for an individual to enter the physical X by Y environment  2804 . The transport/transition module  2806  may be connected at a panel location  2910  such that the transport/transition module is located outside of the X by Y area defined by the wall panels  2904 . The transport/transition module  2806  includes panels  2904  defining sides of the module and includes one open side enabling entry into the X by Y physical area  2804  through panel location  2910 . 
       FIG.  30 A  illustrates an alternative embodiment wherein the physical VR environment  2804  includes a transport/transition module  2806  located external to the defined X by Y area of the physical environment  2804 . The physical environment  2804  includes the multiple floor panels (in this case 12)  3002  comprising the floor area of the physical X by Y environment  2804 . The floor panels  3002  are covered by a decking as described hereinabove to define the limits of the X by Y physical environment  2804 . The physical X by Y area is enclosed by a number of wall panels  2904  there located along the edges of the combined floor panels  2902 . The wall panels  2904  define the edge limits past which a VR user may not pass while within the VR experience. In a similar manner to that described in  FIG.  29   , one or more haptic feedback devices  3006  are associated with particular wall panels  2904 . The haptic feedback devices  3006  may comprise any number of functionalities such as those described hereinabove including, but not limited to, switches, fans, squirt bottles, heat generators, etc. that may provide a VR user with a physical feedback based upon actions that are occurring within the VR environment. The wall panels  3004  may also be configured to include door openings  3008  which may be used for an individual to enter the physical X by Y environment  2804 . The transport/transition module  2806 , rather than describing a module that is located external of the X by Y area, may be located at an area within the X by Y area as shown generally at  3014 , and may be located as one of the floor panels or a subset of the area of floor panels. The transition/transport area  3014  may comprise a rumble plate or other movement mechanism located within a floor panel  3002  or subset of a floor panel for providing an area that may transfer a VR user from one VR environment to another VR environment within the same physical space. 
     Referring now to  FIG.  30 B , there is illustrated a further embodiment of the manner in which larger areas may be represented within the X by Y environment  2804  that does not make use of a transport module. The physical environment  2804  includes the multiple floor panels (in this case 12)  3032  comprising the floor area of the physical X by Y environment  2804 . The floor panels  3032  are covered by a decking as described hereinabove to define the limits of the X by Y physical environment  2804 . The physical X by Y area is enclosed by a number of wall panels  3034  there located along the edges of the combined floor panels  3032 . The wall panels  3034  define the edge limits past which a VR user may not pass while within the VR experience. In a similar manner to that described in  FIG.  29   , one or more haptic feedback devices  3036  are associated with particular wall panels  3034 . The haptic feedback devices  3036  may comprise any number of functionalities such as those described hereinabove including, but not limited to, switches, fans, squirt bottles, heat generators, etc. that may provide a VR user with a physical feedback based upon actions that are occurring within the VR environment. In this case, the VR system presenting the VR environment to a user defines a circuitous pathway  3020  within the X by Y environment  2804  in order to give the illusion of a much larger area within the defined limits of the X by Y environment  2804 . In this case, the pathway  3020  provides multiple turns and passes back over itself within the X by Y environment  2804  in order to simulate traveling through a much larger area before coming in contact with the haptic device  3036 . By following the circuitous path  3020 , a player may assume they have traveled throughout a much larger area within the virtual reality environment rather than being limited to the physical X by Y environment  2804 . 
     Referring now to  FIG.  31   , the expanded VR environment  2802  described with respect to  FIG.  28    is provided within the physical X by Y area  2804  using a combination of the transport module transport/transition module  2806 , haptic device  2810  and control of the VR environment by the VR system  2808 . The VR system  2808  generates a first VR environment  3102  and a second VR environment  3104  that are displayed to a VR user through a headset, goggles, glasses, etc. while they are located within the physical X by Y environment  2804  and the transport/transition module  2806 . The environments are displayed to the VR user at different times to provide the illusion that the actual VR environment through which the VR user is moving is located in a much larger area than the area encompassed by the physical X by Y area  2804  and the transport/transition module  2806 . Upon entering the physical X by Y area  2804 , the first VR environment  3102  would be displayed to the VR user. This would happen for example when the user entered through a door. The first VR environment  3102  is displayed to the user until they enter the transport/transition module  2806 . In one embodiment, the transport/transition module  2806  would simulate the operation of an elevator. The doors of the elevator would close and when opened again would display the second VR environment  3104  which could comprise another level of the virtual environment that the user was experiencing. The user would then explore the second VR environment  3104  upon exiting the transport/transition module  2806  into the physical X by Y area  2804 . Again, all of this occurs within the edge limits of the physical X by Y area. 
     The display of the differing VR environments  3102  and  3104  also enables the system to make multiple uses of a same haptic feedback device  2810 . For example, if the haptic feedback device  2810  comprised a switch or lever of some sort, the user upon entering the physical X by Y area  2804  through a door would be guided through a first virtual-reality pathway  3106  from the door to the haptic device  2810 . After actuating the switch or lever comprising the haptic device  2810 , the user would then be guided back to the transport/transition module  2806  within the VR environment  3102 . It is noted that the haptic device  2810  is a passive device in that it can be physically experienced by the VR user but the program in the VR system  2808  in association with cameras that are disposed within the VR glasses worn by the VR user would actually display some visual depiction of the haptic device and optically register the interaction. The purpose of this is that it would then not be necessary to have some type of actual feedback from the haptic device to the VR system  2808 . Although it is envisioned that there could be a physical feedback to the VR system  2808  from any haptic device  2810 , one embodiment of the operation does not provide for such. For example, if the haptic device  2810  has an opening through which the player would insert their arm to experience spiders crawling on their arm after insertion thereof, the VR system  2808  would display within the virtual world some visual depiction of the haptic device, for example, an opening having spiders crawling all around the VR displayed outside surface and optically indexed to that haptic device  2810  such that the physical position of the physical haptic device  2810  is mapped to the virtual world. The virtual system  2808  would then optically recognize that the VR user had inserted their arm into the opening. There is no feedback or sensor to indicate that the arm was actually inserted within the opening but, rather, just an optical indication of such. VR system  2808  could then have a direct connection to the opening in order to actually activate the function of that haptic device  2810  or, alternatively, the haptic device could automatically locally sense insertion of the arm and be activated. In an alternate embodiment, there could be actual feedback between the haptic device  2810  and VR system  2808 . 
     After being guided back to the transport/transition module  2806 , the transport/transition module would then virtually transition the VR user to another environment/level in the VR world and upon exiting the transport/transition module  2806 , the VR system would display the second VR environment  3104 . The second VR environment  3104  would define a second VR pathway  3108  that took the VR user from the transport/transition module  2806  back to the haptic device  2810  through a different pathway than that previously used. From the perspective of the VR user, the VR user would be interacting with a virtually different switch within the VR environment even though they were moving through the same general physical X by Y area  2804  to the same haptic feedback device  2810 . In this manner, by making multiple uses of the same haptic feedback device  2810  and the same physical X by Y area  2804 , a much more expansive virtual reality environment may be perceived by the VR user than would be possible using only a single room, single environment experience. While the above example has been described with respect to the haptic feedback device  2810  comprising a switch or lever, it should be appreciated that the haptic feedback device may comprise any type of haptic feedback device such as a rumble plate located on the floor, a spray bottle, fan, a heat blower, etc. 
     Referring now to  FIGS.  32 A-B , there is illustrated the process for configuring and operating an expanded virtual reality environment  2802  using the system and method described herein. Initially the physical X by Y area must be assembled by first assembling a plurality of floor panels  3202 . These are interconnected in a manner similar to that described hereinabove with respect to the configurable virtual reality environment. After the floor panels are assembled, the plurality of wall panels are assembled around the peripheral edges defined by the assembled floor panels. A transport/transition module  2806  may then be placed at step  3206  with respect to the assembly of floor panels and wall panels. The transport/transition module may comprise either the module such as that illustrated in  FIG.  29    that is located on the exterior of the X by Y area or be located within the X by Y area. Next, one or more haptic feedback devices are located within the X by Y area on either the wall panels or floor panels depending upon the type of haptic feedback that is being provided. Once the physical area associated with the virtual-reality experience has been assembled, the VR system  2808  generates the first VR environment defining the first VR pathway therein to lead a user toward a haptic device at step  3210 . The generated first VR environment is then displayed to the user at step  3212  through their headset, goggles, glasses etc. in order to enable the VR user to experience the VR environment within the limits of the provided physical X by Y area. Inquiry step  3214  determines whether the VR user has entered the transport module within the first virtual-reality environment. If not, the VR system continues to display the first VR environment to the VR user. Once inquiry step  3214  determines that the VR user has entered the transport/transition module, the VR system generates the second VR environment that defines a second pathway that is different from the first pathway of the first VR environment to direct the VR user from the transition/transport module to the haptic feedback device at step  3216 . This second VR environment is then displayed to the user through the headset/goggles/glasses of the user. The process for displaying different virtual-reality environments to a user upon entering and exiting the transport/transition module may continue for a number of iterations in order to provide multiple VR levels within a particular expanded VR environment. The process is completed at step  3220 . 
     The virtual-reality environments displayed to a VR user utilizing the physical X by Y area environment may be used in any number of situations. The system may be utilized in the entertainment environment to enable users to play games and activities for entertainment purposes. The system may also be used in a training environment to train soldiers, policemen, firefighters, doctors, etc. for various possibilities that may arise in the real world. Additionally, the system could be used in a trade show environment to enable vendors to display and demonstrate their products in a virtual reality environment that allows customers to have a more immersive experience. 
     While the above example has been described with the use of the system having configurable floor panels and wall panels as described hereinabove, the system may also be assembled using only wall panels or by placing the haptic feedback devices and transport/transition module in existing physical floors and walls. In one embodiment, VR glasses are utilized and indexing is facilitated by having a certain random pattern of random lines disposed on the wall panels. Cameras on the VR glasses can recognize these random patterns in order to recognize the actual physical boundaries. In this manner, a VR user with these VR glasses becomes “untethered” with respect to the VR system  2808 , i.e., they are free roaming. This differs compared with the tethered systems wherein a user utilizing VR glasses has the VR glasses connected to a processor via some cable, or the such. The cable can be such that the user must remain in a fixed or seated position, or the cable may be long enough to allow the user some ability to roam. 
     Referring now to  FIG.  33   , there is illustrated an X by Y area  3302  that is subdivided into four separate virtual quadrants  3304 . Each of the virtual quadrants  3304  may be accessed by an external physical door  3306  or a virtual central transport module  3308 . Using the single X by Y area  3302  players may be presented with multiple different virtual-reality environments within each of the quadrants  3304 . Thus, the VR users in quadrant  3304 A could be presented with a first virtual-reality room of a haunted house. The VR users would enter through the door  3306 A and move throughout a first virtual-reality environment represented only within quadrant a  3304 A. Each of the VR users would exit the quadrant  3304 A by entering into the transport area  3308  that would simulate an elevator or some other type of means for moving the VR user from one virtual reality environment to the next and then enable the VR user to enter quadrant B  3304 B to begin play within the new virtual reality environment distinct from that in quadrant A. In a similar manner VR users would proceed onward to quadrant C  3404 C and quadrant D  3404 D as play within each of the particular quadrant areas was completed. 
     A single group of players may be within each of the quadrants  3404  of the X by Y area  3302  during gameplay. Thus, a first group of VR users would be experiencing a first virtual-reality environment in quadrant  3304 A, a second group of VR users would be experiencing a second virtual reality environment in quadrant  3304 B, a third group of VR users would be experiencing a third virtual reality environment in quadrant  3304 C and a fourth group of VR users would be experiencing a fourth virtual-reality environment in quadrant  3304 D. This allows for a greater throughput of VR users using a single X by Y area  3302 . Since multiple VR users are being utilized with and each of the quadrants  3304  there must be a process for controlling the flow of VR users between quadrants such that only the same group of VR users are present within a particular quadrant at a particular time. Gameplay problems will arise if multiple groups of VR users were present within a same quadrant wherein each of the different groups of VR users were utilizing a different virtual-reality environment. 
     Referring now to  FIG.  34   , there is illustrated a flow diagram describing one process for controlling the movement of VR users between each of the quadrants in a manner that will enable only a single group of players to be present within a particular quadrant at a particular point in time. The process is initiated at step  3402  and inquiry step  3404  determines whether quadrant D  3304 D is currently empty. If the quadrant  3304 D is not empty, step  3406  prevents new VR users from entering into quadrant D and may encourage movement of individuals from quadrant D as will be more fully described herein below with respect to  FIG.  35   . Control passes back to step  3404  to again determine whether quadrant D is empty. When inquiry step  3404  determines that quadrant D is empty, the system enables entry into quadrant D at step  3408  by new VR users. The process continues and inquiry step  3410  determines whether quadrant C  3304 C is currently empty. If the quadrant  3304 C is not empty, step  3412  prevents new VR users from entering into quadrant C and may encourage movement of VR users from quadrant C as will be more fully described herein below with respect to  FIG.  35   . Control passes back to step  3408  to again determine whether quadrant C is empty. When inquiry step  3410  determines that quadrant C is empty, the system enables entry into quadrant D at step  3414  by new VR users. 
     Inquiry step  3416  next determines whether quadrant B  3304 B is currently empty. If the quadrant  3304 B is not empty, step  3418  prevents new VR users into quadrant B and may encourage movement of VR users from quadrant B as will be more fully described herein below with respect to  FIG.  35   . Control passes back to step  3416  to again determine whether quadrant B is empty. When inquiry step  3416  determines that quadrant B is empty, the system enables entry into quadrant B at step  3420  by new VR users. Finally, inquiry step  3422  determines whether quadrant A  3304 A is currently empty. If the quadrant  3304 A is not empty, step  3424  prevents new VR users into quadrant A and may encourage movement of VR users from quadrant A as will be more fully described herein below with respect to  FIG.  35   . Control passes back to step  3422  to again determine whether quadrant A is empty. When inquiry step  3422  determines that quadrant a is empty, the system enables entry into quadrant A at step  3428  by new VR users. The process is completed at step  3430 . 
     It is noted that, when a group of VR users is physically present in one of the quadrants and interacting with the associated VR world created for that quadrant, it is important that exit from that quadrant requires all of the VR users in that group to enter the transport/transition module  3308 . The transport/transition module  3308  could be a virtual elevator, wherein the doors would virtually close after all of the virtual users in that group have entered the transport/transition module. The virtual elevator would then give the impression that it was moving and then the door opens into the next of the quadrants into a different virtual world. The transport/transition module  3308  could also be created such that a light flashes with the image going completely white and then a new virtual world opening into the next quadrant. From a flow process, the goal of the system is to ensure that multiple VR users in one quadrant are not allowed to move to the next quadrant until the next quadrant has been cleared of any virtual users occupying that quadrant. 
     Referring now to  FIG.  35 A  there is illustrated a flow diagram of a process for one manner of encouraging VR users to move in a particular location or direction in order to move them out of a particular quadrant and into another or out of the X by Y area. It should be realized that other techniques may be used for moving VR users in a desired direction. The process is initiated at step  3502  and the present position of the VR user within the VR environment is determined at step  3504 . Inquiry step  3506  determines if the position of the VR user indicates movement to a desired position or movement in a particular direction. If movement into a desired position or in a particular direction is not present, the VR environment around the VR user may be darkened and a light made brighter in a desired direction of movement that the system wishes to have the VR user move at step  3510 . If inquiry step  3506  determines the VR user is in a desired position or moving in a desired direction of movement, the VR system may brighten the environment and provide a brighter light in a desired direction of VR user movement at step  3508 . Inquiry step  3512  determines if the VR user has reached a desired location and if not, control passes back to step  3504  to again determine the VR user position. If inquiry step  3512  determines that the desired destination has been reached and the process is completed at step  3510 . The above process of darkening an environment when a player moves away from a desired direction of gameplay and lightens the environment as the user moves toward the desired direction of gameplay may be utilized in any of the quadrants  3304  in order to encourage a desired gameplay direction. These techniques could be used in association with any of steps  3406 ,  3412 ,  3418  and  3424  of  FIG.  34    in order to encourage VR user movement in desired directions. 
     Referring now to  FIG.  35 B , there is illustrated a flowchart depicting an alternate process for encouraging flow through the virtual world. As described hereinabove, it is desirable that VR users do not occupy a particular virtual war for more than a finite amount of time. For example, in a game such as an escape room, VR users are allowed to move into a first quadrant and be presented with a first challenge. As soon as possible the VR users as a group in that particular quadrant complete the challenge, they can then move on to the next quadrant. However, the particular virtual world depicted in  FIG.  33    only has four quadrants and, therefore, can only accommodate four groups of VR users at any one time. It is thus important to control the flow through each of the quadrants, wherein each quadrant in this example escape room must present each group with a unique challenge with the desire by the operator of the system that the challenge be completed within a certain window of time. Say, for example, that the time to flow through all four quadrants is set at a goal of 40 minutes. That would mean that each group of VR users would occupy any one quadrant for approximately 10 minutes. However, this requires that the challenge be completed within that 10 minute goal. The challenge could be designed such that this was achievable, but each group of VR users is by definition different since they are all comprised of individuals with a different way of solving or approaching a challenge. 
     In one example shown in  FIG.  35   , the process is initiated at a Start block  3516  and then proceeds to a decision block  3518  to determine if all of the VR users have entered a particular quadrant. Once complete, the process flows to a function block  3520  along a “Y” path of function block  3522 , wherein the VR experience is parameterized for this particular quadrant. This parameterization of a particular quadrant is an operation that creates the virtual world that is presented to the VR users in that particular group and that particular quadrant that is associated with the challenge presented thereto. For example, there may be 10 items that must be discovered in a particular order within that particular “VR room” associated with the challenge. This might require opening virtual drawers, looking under virtual objects until the objects are found. However, as will be described here below, this is a dynamic operation. 
     Once parameterized, the process flows to a function block  3524  in order to begin the challenge and then the process flows to a decision block  3526 . In decision block  3526 , a determination is made as to whether the first goal is met. This is Goal A. In each VR room, it is possible that it was made known to the VR users in the group that instructions will be found on a piece of virtual paper. The first step and instruction would be to, for example, find a key. Thus, all of the VR users in that group would search for Key. If the goal is met, the program follows along the “Y” path to a second decision block  3528  associated with a second goal, Goal B. However, until the Goal A in decision block  3526  is met, the process will flow along the “N” half to a timeout block  3530  to determine if this particular step in the process is taking too long. If not, the program flows along a “N” path back to the input of the decision block  3526 . However, when a certain amount of time has elapsed that is set by the overall process, it is possible to reconfigure the system. As an example, consider that the key in the first step is originally disposed within a virtual drawer in the right side of the room. If the key is not found by one of the VR users opening that virtual drawer within the pre-allotted amount of time, the system can be reconfigured such that the key will appear under the next object or area examined by any of the VR users. The program associated with the VR experience is just re-parameterized in this situation. This is illustrated in the function block  3532 . Once reconfigured, the process flows back to the input of the decision block  3526  to determine if one of the VR users has recognized that the key exists under the object or area examined. If not, a further reconfiguration can be made, such as flashing the key once found. 
     There is a timeout block  3530  and reconfigure block  3532  associated with each of the goal decision blocks. Each of the goal decision blocks will continue until reaching a final goal decision block  3536  for the last goal, the Goal “N.” Once his last goal has been met, the process flows along the “Y” path from the decision block  3536  to a function block  3540  in order to instruct all of the VR users to go to the transport/transition port. The process associated with  FIG.  35 A  can be used to motivate the VR users in the particular group to move to the transport/transition module. In addition to adjusting a time for each goal, it is possible to actually increase or decrease the goals required for each challenge. It may be that the goals would be increased in the event a group ahead of the particular group has not completed their challenge in the next quadrant. If a particular group of VR users is having a difficult time with the challenge, the number of goals could be reduced. For example, if the group ahead of them had completed their challenge and had already moved the next quadrant, it might be that the next goal to be completed by the current group constitutes a completion of a challenge. It is important to provide a sufficient amount of time for the VR users in a particular group to appreciate a particular VR experience in a particular quadrant without pushing them through too fast, but it is also important that they do not “linger” in any particular quadrant. Once in the transfer/transition part, the process flows to be Continue block  3542  to allow the group of VR users to proceed to the next quadrant. 
     The ability to uniquely tailor various virtual-reality maps to a particular physical environment would provide the unique ability to configure any virtual reality map to the configuration of an existing physical site in which an individual VR user would interact when experiencing the virtual reality map. The physical area may comprise a large open area that may have various support columns therein which must be accounted for within the virtual-reality mapping. Additionally, smaller size areas may be used that have differing shapes that may not directly fit with one embodiment of a virtual-reality map. One manner for dealing with the variations between virtual-reality maps and available physical space is illustrated with respect to  FIGS.  36 - 40   . 
       FIG.  36    illustrates a general representation of a virtual-reality map  3602 . The virtual-reality map  3602  is made up of a plurality of tile segments  3604 . Each of the tile segments  3604  may represent an individual room of a larger virtual-reality environment or alternatively, could represent a portion of a larger virtual-reality room. Each of the tiles  3604  represent an individual portion of a larger overall virtual-reality map  3602 . Each of the tiles  3604  may be independently moved to a new location and be associated with other tiles  3604  of the virtual-reality map  3602  in different spatial configurations. Thus, for example,  FIG.  36    illustrates a variety of tiles  3604  arranged in an adjacent row and column configuration were each tile directly abuts  2  to  4  other tiles depending upon its location within the virtual-reality map  3602 . Each of the individual tiles  3604  is independently movable with respect to the other tiles within the virtual-reality map  3602 . Thus, the tiles may be arranged in the row and column configuration illustrated in  FIG.  36   , in a horizontal linear configuration, in a vertical linear configuration or in any other arrangement that enables an interface between two adjacent tiles to be physically located. If two tiles  3604  are not directly adjacent to enable a door or other means of interface between the tiles in the VR world, connection interfaces such as hallways, pathways, etc. may be used to provide generic connections between the virtual-reality areas represented by two separate tiles. This will be more fully described herein below. In this manner, the tiles  3604  may be arranged to have the represented VR world map fit within the constraints of a physical space that is available for use of the virtual-reality system such that VR users of the virtual-reality system will not run into physical barriers within the physical space such as a support column or wall. 
     To more particularly illustrate the use of multiple tiles  3604  within a virtual reality map  3602 ,  FIG.  37    illustrates a simplified version of the virtual-reality map  3602  consisting of three separate tiles  3604 . Each of the tiles  3604  represent an individual room or area within a particular virtual-reality map  3602 . As shown in  FIG.  38   , the tiles  3604  can be arranged in a horizontal linear configuration wherein tile 2 is placed directly adjacent to tile 1 and tile 3 is placed directly adjacent to tile 2 in a horizontal linear configuration. Tiles 1 and 2 interact with each other through an interface  3802  which may comprise a door or some other type of portal or opening. In a similar fashion tiles 2 and 3 are accessible from each other through an interface  3804 . It will be realized by one skilled in the art that any number of tiles may be utilized in configuring the virtual-reality map  3602  and these tiles may interact with each other in a variety of configurations/orientations as described herein. 
     Referring now to  FIG.  39   , there is illustrated another configuration of multiple tiles  3604  wherein tiles 1 and 2 are placed adjacent to each other in a horizontal direction while tiles 2 and 3 are adjacent in the vertical direction with tile 3 being placed immediately below tile 2. Tiles 1 and 2 are interconnected via an interface  3902  and tiles 2 and 3 are interconnected via an interface  3904 . As discussed previously, the interfaces  3902  and  3904  may comprise doors portals or some other means for interconnecting the areas represented by the tiles  3604  in the VR world. It should be appreciated that tile 3 could be placed at any location surrounding the interconnected tile 1 and tile 2. The purpose for this arrangement could be to avoid physical obstacles in the areas indicated generally by  3906  that may include a support structure or wall. 
     Referring now to  FIG.  40   , there is illustrated a configuration of tile 1, tile 2 and tile 3 wherein rather than placing the tiles directly adjacent to each other within a virtual reality map  3602  the tiles  3604  are spatially separated from each other by a defined distance. In this case, since an interface may not directly provide access between the tiles  3604 , tiles  3604  are interconnected via a short connector  4002 . The connector  4002  may comprise a hallway, pathway or other type of generic interconnection between the areas represented by two separate tiles  3604 . The connector  4002  may be a set of connectors that can map to different physical lengths and have different shapes, such as a right angle corridor, a straight corridor or any shape of quarter. Each of types of connectors  4002  can be modularized with the shape and the length of each shape or each segment in a shape to facilitate any physical mapping. 
     Each connector  4002  includes an interface  4004  at the opposing ends thereof to enable access to the tile  3604  located at that and of the connector. Thus, as shown in  FIG.  40   , tile 1 and tile 2 are separated from each other by a particular distance and interconnected by a connector  4002  that may comprise a hallway or pathway having an interface  4004  at each end thereof enabling an individual in the VR world to pass between the VR areas represented by tile 1 and tile 2. Similarly, tile 2 and tile 3 are located at an angle to each other but interconnected by a slanting connector  4002  representing a hallway or pathway of some type also having an interface  4004  at each end thereof. The use of the connectors  4002  enable the placement of the tiles  3604  at a variety of different orientations with respect to each other. This could be very useful in quickly tailoring a VR map  3602  to be utilized within a particular physical space that may be available. 
     Referring now to  FIG.  41   , there is illustrated the manner in which additional inputs may be provided to a VR hub  4102 . The headsets of various VR players  4104  are provided to the VR hub  4102  to enable player positioning data and environment information to be provided between the VR hub  4102  and the VR players  4104 . The information and data provided to and from the VR hub  4102  then passes to and from a VR controller  4106  that generates a VR world  4010  responsive to the program implemented within the VR controller and the inputs received from the VR players  4104 . Additional variability can be provided to the VR world  4108  using a Mocap suit  4110  on an individual within the physical gaming environment. The Mocap suit  4110  is worn by an individual that rather than being a player in the game is a selectively interactive part of the game. The individual wearing the Mocap suit  4110  or an external controller having access to the VR controller  4106  may selectively turn on and off the inputs received from the sensors of the Mocap suit  4110 . When the Mocap suit  4110  is active, it sends information to the VR hub  4102  that is forwarded to the VR controller  4106 . The VR controller  4106  utilizes the information provided from the Mocap suit  4110  to generate a corresponding character within the VR world  4108 . 
     Motion capture is a CGI technique that records the movements of and transfers the recorded movement to a 3-D character in the virtual reality world. This type of technique is used in videogames, TV, movies and even in the medical field. There are different types of motion capture including optical motion capture which usually relies on two or more specialized cameras within a scene to capture the individual or objects movement from different angles. Markers are placed onto a particular location on the individual&#39;s body. Once the movements are captured, the movement is reconstructed and applied to a 3-D computer-generated model. There are two types of optical motion capture—passive and active. Optical passive motion capture uses inert objects such as small white balls covered with a retroreflective marker. These markers are tracked by infrared cameras to record all activity done when the suit is worn. Optical active motion capture techniques use LEDs as a marker and each one of these markers is assigned to specific identifiers. Special cameras track the LED lights to capture the movement. The use of LEDs enabled this type of optical motion capture to be used in a location outdoors or even in bright light. Inertial motion capture uses a Mocap suit with tiny sensors referred to as inertial measurement units or IMUs. These sensors comprise accelerometers, gyroscopes and magnetometers. The accelerometers measures the force and speed of an individuals movement. The gyroscopes measure angular force of the individuals movement and magnetometers measure a magnetic field whether from natural or artificial sources. In addition to Mocap suits head mounted gear may also enable a technique known as “facial capture” that records a wearer&#39;s facial expressions and reactions using markers and dots located on their face. 
     Referring now to  FIG.  42   , there is more particularly illustrated a Mocap (motion capture) suit  4110  and the operation thereof. A Mocap suit  4110  records the real-life movement of an individual interacting within a virtual reality environment and sends it to a motion capture software  4200  within the VR controller  4106  through the VR hub  4102  to be applied to a 3-D character in real-time. The 3-D character will move exactly how the movements were captured by the Mocap suit  4110 . The Mocap suit  4110  is worn by a live individual in order to help record each movement that the individual may make. It is fitted to the individual which helps in properly placing the markers, like dots, LEDs or sensors, to track the movements of the individual. The present embodiment envisions the use of sensors for tracking the movements of the individual. The sensors  4202  generate information with respect to the individual movements, and the information is sent to the VR controller  4106  that is using motion capture software  4200 . The motion capture software  4200  may comprise various types of software. Common motion capture software includes Autodesk Motion Builder or 3DS Max. However, other types of motion capture software can be utilized. In alternative embodiments cameras may capture the movements of the individual with respect to markers that are placed upon the Mocap suit  4110  such as small spheres or LED devices acting as the markers at important locations on the body of the individual. The motion capture software  4200  within the VR controller  4106  generates a skeleton which moves in real time and these recorded actions will then be used in a 3-D character generated within the VR world  4108  by the VR controller  4106 . 
     The Mocap suit  4110  is made to be skintight yet breathable and comfortable and is usually plain colored. Mocap suits  4110  may use traditional markers or sensors to capture full-body movements of the individual or rely upon an inertial measurement unit (IMU)  4204 . An IMU  4204  include sensors with accelerometers, gyroscopes and magnetometers for tracking individual movements. A Mocap suit  4110  has various sensors  4202  (typically 15-20) that track gravitational pull and rotation to fully capture the individual&#39;s movement. 
     In addition to the Mocap suit  4110 , a head mounted camera  4203  may be used for generating an interactive gaming element. The head mounted camera  4203  provides for “facial capture” wherein it records the individual&#39;s facial expressions and reactions using markers, dots or sensors located on their face to further augment the full motion capture experience with the Mocap suit  4110 . 
     Referring now to  FIG.  43   , there is illustrated the manner for generating an adaptive VR environment  4302 . The adaptive VR environment  4302  is generated by the VR controller  4106  using a combination of the preprogrammed VR environment  4304 , the game players  4306  and the selectively interactive game element  4308  provided by the individual within a Mocap suit  4110 . The VR environment  4304  merely comprises the preprogrammed environments and characters that have been created for gameplay. These features may include things such as virtual rooms, corridors, furniture, windows, doors and characters that operate according to predetermined programming within the VR environment  4304 . Additional input is received in the nature of game players  4306  that are participating and reacting to the virtual reality environment. The game players  4306  would be represented by some type of avatar that moves through and interacts with the VR environment  4304  in accordance with the players actions. The interactions between the game players  4306  and the preprogrammed VR environment  4304  provide a known action/response dynamic that creates a large portion of the adaptive VR environment  4302 . The addition of a selectively interactive game element  4308  is achieved using the Mocap suit  4110 . In this fashion, the wearer of the Mocap suit  4110  or an external entity may selectively activate and deactivate the input received to the adaptive VR environment  4302  using the Mocap suit  4110 . In this way, the system may provide gameplay elements that are not directly related to predetermined programming elements but instead may be based upon on-the-fly decisions by the individual wearing the Mocap suit  4110 . 
     Thus, for example, if gameplayers  4306  had become stalled or lost within the VR environment  4304  and individual wearing the Mocap suit  4110  may spontaneously appear to the gameplayers  4306  as for example a ghost or other type of guide that points the gameplayers  4306  in a desired direction to facilitate continuation of gameplay. Alternatively, if the system were being utilized as a virtual training environment for police officers or soldiers, the wearer of the Mocap suit  4110  could provide reactions to whatever action a game player takes  4306  to simulate an infinite variety of experience options. Thus, rather than the system being limited to a particular predetermined program response responsive to particular player  4306  actions, a variety of changing and different responses may be provided to provide an improved training/gaming experience. In this manner, the response of the system is not limited to certain preprogrammed responses based upon player  4306  actions. The introduction of the selectively interactive game element  4308  using the individual wearing a Mocap suit  4110  enables the real-time creation of non-scripted responses to user actions to provide a much more entertaining and realistic real-world experience. 
     The ability of the system to create in real time the selectively interactive game element  4308  using the Mocap suit  4110  provides for a real time gaming/simulation experience creation that is only limited by the generally created VR environment  4304 . The user experience can be continuously updated, changed and varied utilizing the introduction of the selectively interactive game element  4308 . 
     Referring now to  FIG.  44   , there is illustrated a further manner for providing improved control of the interaction of a number of individual users with a virtual reality environment. Various groups of players may be associated with each other in an initial virtual lobby. Thus, as shown in  FIG.  44   , players  1  through  4  (P 1 , P 2 , P 3 , P 4 ) are associated together in a first virtual lobby  4402 . Similarly, players  5  through  8  (P 5 , P 6 , P 7 , P 8 ) are associated together in a second virtual lobby  4404 . Once each of the players are associated together in a particular virtual group, they become associated in such a fashion that the entire group of players may be moved together from one virtual reality environment to another virtual reality environment. Thus, group  1  consisting of players P 1 , P 2 , P 3  and P 4  is moved from the virtual lobby  4402  two a first virtual reality environment (VRE 1)  4406 . Each of the individual players P 1 , P 2 , P 3  and P 4  are moved together to VRE 1  4406  and do not have to be individually ported from the virtual lobby  4402  to the VRE 1  4406  but may be moved together in a single porting action. Similarly, the second group of players P 5 , P 6 , P 7  and P 8  may be moved from virtual lobby  4404  two virtual reality environment to (VRE 2)  4408 . Each of these individual players are ported together from the lobby  4404  to VRE 2  4408  as a single group rather than individually. Additionally, the group of players P 5 , P 6 , P 7  and P 8  may also be moved as a group from VRE 2  4408  to virtual reality area three (VRE 3)  4410 . Thus, the groups are able to be move between any pair of virtual reality environments in a similar fashion. While the illustration of  FIG.  44    illustrates only two groups of players being established in virtual reality lobbies, it should be appreciated that any number of players may be associated in a particular group and any number of groups in differing virtual reality lobbies may also be established in a similar fashion. 
     The process for creating multiple individual groups of players that interact together within a virtual reality environment as described in  FIG.  44   , is more particularly described in the flowchart of  FIG.  45   . Players individually enter into a virtual lobby at step  4502 . As described previously, the number of players that are to be associated together may consist of any number of players that is capable of being processed by the virtual reality system and environment to be associated with the group. Next, each of the N players are linked together at step  4504  into a single player group. Information is maintained with respect to each of these players such that they are related to each other and the particular environments into which they may be ported. Once each of the players have been associated into a single group, the group may be moved from the virtual lobby into a first VR environment at step  4406 . As discussed previously, the group moves together with all players being inserted into the first virtual reality environment together rather than having to be done so individually. Inquiry step  4508  determines if a next virtual reality environment exists for the group to pass to from their current virtual reality environment and if so, the group is moved at step  4410  to the next virtual reality environment. Control then passes back to inquiry step  4508  to determine if further virtual reality environments exist. If so, the process proceeds as discussed previously. When inquiry step  4508  determines that no further virtual reality environments are available the group is allowed to exit and the process is finished at step  4512 . 
     As referenced above with respect to  FIG.  33   , operation of gameplay within a virtual reality environment may be improved by subdividing a physical gameplay environment into multiple quadrants, and grouping players within these individual quadrants. However, separating the physical gameplay environment into multiple separate areas limits the physical gameplay area for the users. Thus, having players interact within a large undivided physical gameplay area will provide more space for use in the virtual reality environment. However, when multiple players are interacting within the physical environment, they may potentially be further interacting in separate or multilevel virtual environments and the possibility exist for collisions between players in the real world. This can result in injuries. This problem may be more particularly described with respect to  FIGS.  46  and  47   . 
       FIG.  46    illustrates the situation wherein the physical environment  4602  may be used for a gameplay environment including multiple different virtual environment levels  4604 - 4608 . In this embodiment, multiple players may be located upon the physical environment  4602  but these multiple players are mapped separately on to virtual environment levels  4604 - 4608 . Thus, player one, player two and player three may each be located in the physical environment  4602 . Player one can be located in the virtual reality environment level one  4604 , player two can be located in the level two of the virtual reality environment  4606 , and player three can be located on level three of the virtual reality environment  4608 . The rendering of the virtual reality environment may enable each of player one, player two and player three to separately view each other in each of the virtual reality environment levels but the players would each be physically located in the same physical environment  4602 . This would of course create the possibility wherein individual players moving within the virtual environment levels  4604 - 4608  while moving about their own separate level could inadvertently collide with each other in the physical environment level  4602 . 
     A similar situation may arise as illustrated in  FIG.  47   , when the physical environment  4702  rather than being used by separate levels within a same virtual reality environment as in  FIG.  46   , the physical environment  4702  is used by three separate virtual reality environments  4704 - 4708 . Thus, the virtual reality environment one  4704  would comprise a complete separate virtual reality environment from the virtual reality environment two  4706  and virtual reality environment three  4708 . Each of the different virtual reality environments  4704 - 4708  would be unrelated and the players within one virtual reality environment would not be able to see players within a separate environment. Thus, as before, if three separate players comprising player one, player two and player three were all located within the same physical environment  4702 , player one can be placed within virtual reality environment one  4704 , player two can be placed within virtual environment two  4706  and player three can be placed within virtual environment three  4708 . Each of the three players would be in a separate virtual reality environment and would not see or virtually interact with any of the other players. As with respect to the example illustrated in  FIG.  46   , the possibility of players moving within their own virtual environment  4704 - 4708  would create the possibility of a physical collision within the physical environment  4702 . Thus, some manner for limiting the possibility of these types of physical collisions would be beneficial to the virtual environments that are utilizing the same physical environment play space. 
     Referring now to  FIG.  48   , there is illustrated one manner for dealing with the collision issue within the physical environment. A physical environment  4802  is used for creating a multilevel virtual reality environment  4804 . The physical environment  4802  allows for the placement of multiple players  4812  within the physical environment. The multilevel virtual reality environment  4804  includes multiple virtual levels comprising a first virtual reality level  4806 , a second virtual-reality level  4808  and a third virtual-reality level  4810 . Each virtual-reality level  4806 - 4810  includes one or more avatars for players that are currently interacting with the particular virtual-reality level within the virtual reality environment  4804 . In this case, there are six different players  4812  that are located within the physical environment  4802 . Within each of the separate layers of the virtual reality environment  4804 , there are some players that are active within a particular level and other players that are non-active within a particular level. For example, in the first virtual reality level  4806 , players  4814  are active within the virtual-reality layer  4806 . Players  4816  are non-active within the virtual-reality layer  4806 . The active players  4814  are shown with a solid avatar rendering while the non-active players  4816  within the level  4806  are rendered as translucent/transparent (ghost). An active player  4814  is a player that is actually playing within the level within the virtual reality world. The non-active players  4816  are currently playing on a different virtual reality level. By showing both the active players  4816  on the particular virtual-reality level  4806  and the non-active players  4816  that are playing on other virtual-reality levels all of the players may utilize the same physical environment  4802 . A player will be made aware of the other player positions and be able to avoid physically colliding other players within the physical environment  4802  by avoiding both the active player avatars  4814  and the non-active player avatars  4816 . 
     In virtual-reality environment level  4804 , two players  4818  are active while four players  4820  are inactive in the second virtual-reality level. As before, the active players  4818  are shown as a solid avatar while inactive players  4820  are shown as a transparent/translucent avatars. Finally, in the third virtual reality level  4810  there is a single active player  4822  and five inactive players  4824  within the third virtual reality level. The active player  4822  is shown as a solid avatar while the inactive players  4820  are shown as transparent/translucent avatars. 
     Thus, the system and method of rendering the virtual reality environment involves placing a solid avatar of each of the players that are active on a particular virtual-reality level within the associated virtual-reality level of the virtual environment. Each of the players are also rendered as a transparent/translucent avatar on each of the other levels within the virtual environment in which the player is not currently active. Thus, as can be seen from the illustration in  FIG.  48   , each of the six players are shown on all of the virtual-reality levels  4806 ,  4808  and  4810 . The players are only shown as a solid avatar on a single virtual-reality level in which they are currently active. The players are shown as a transparent/translucent avatar on each of the levels that the player is nonactive. Therefore, for each player that is physically located within a single physical environment  4802 , the player will be rendered within each level of the virtual environment  4804  either as a solid avatar or transparent/translucent avatar depending upon whether or not the player is active on a particular level. This will cause a player avatar, either solid or transparent/translucent, to be rendered the same number of times as there are levels being rendered within the virtual environment. 
     Referring now to  FIG.  49   , there is illustrated a second manner for dealing with the collision issue within a physical environment. A physical environment  4902  is used for creating multiple virtual reality environments  4904 . The physical environment  4902  allows for the placement of multiple players  4912  within the physical environment. The multiple virtually reality environments  4904  include multiple virtual areas comprising a first virtual reality area  4906 , a second virtual-reality area  4908  and a third virtual-reality area  4910 . Each virtual-reality area  4906 - 4910  includes one or more avatars for players that are currently interacting with the particular virtual-reality area within the virtual environment  4904  that have been located in the physical environment  4902 . Within the illustration, each of the players  4912  are illustrated at their location within the physical environment  4902 . In this case, there are six different players  4912  that are located within the physical environment  4902 . Within each of the separate areas of the virtual reality environment  4904  there are some players that are active within a particular area and other players that are non-active within a particular area. For example, in the first virtual reality area  4906 , players  4914  are active within the virtual-reality area  4906 . Players  4916  are non-active within the virtual-reality area  4906 . The active players  4914  are shown as a solid avatar rendering while the non-active players  4916  within the area  4906  are rendered as translucent/transparent avatars. An active player  4914  is a player that is actually playing within the area within the virtual reality world. The non-active players  4916  are currently playing in a different virtual reality area. By showing both the active players  4916  on the particular virtual-reality area  4906  and the non-active players  4916  that are playing on other virtual-reality levels, all of the players may utilize the same physical environment  4902 . A player will be made aware of the other player positions and be able to avoid physically colliding with other players within the physical environment  4902  by avoiding both the active player avatars  4914  and the non-active player avatars  4916 . 
     In virtual-reality environment area  4904 , two players  4918  are active while four players  4920  are inactive in the second virtual-reality area  4904 . As before, the active players  4918  are shown as a solid avatar while inactive players  4920  are shown as a transparent/translucent avatars. Finally, in the third virtual reality area  4810  there is a single active player  4922  and five inactive players  4924  within the third virtual reality area. The active player  4922  is shown as a solid avatar while the inactive players  4920  are shown as transparent/translucent avatars. 
     The system and method of rendering the virtual reality environment involves placing a solid avatar of each of the players that are active on a particular virtual-reality area within the associated virtual-reality area of the virtual environment. Each of the players are then rendered as a transparent/translucent avatar on each of the other levels within the virtual environment in which the player is not currently active. Thus, as can be seen from the illustration in  FIG.  49   , each of the six players are shown on all of the virtual-reality levels  4906 ,  4908  and  4910 . The players are only shown as a solid avatar in a single virtual-reality area in which they are currently active. The players are shown as a translucent/transparent avatar in each of the areas that the player is nonactive. Therefore, for each player that is physically located within a single physical environment  4902 , the player will be rendered within each level of the virtual environment  4904  either as a solid avatar or transparent/translucent avatar depending upon whether or not the player is active on a particular level. This will cause a player avatar, either solid or transparent/translucent, to be rendered the same number of times as there are areas being rendered within the virtual environment. 
     While the embodiment described hereinabove uses transparent/translucent avatars to depict inactive players within a particular virtual-reality level or area, various other types of avatars may be used in order to depict the non-active players. These can range from wireframe models, inanimate objects or any other item that would discourage a player from attempting to physically occupy the space identified by the representation of the inactive player. The goal is to prevent two players from attempting to occupy the same physical space at the same time within the physical environment. 
     Referring now to  FIG.  50   , there is illustrated a flow diagram of the process for displaying multiple avatars or representations of a player within multiple different virtual reality environments. A particular player within a physical area is selected at step  5002 . A determination is made at step  5004  of the player position within a physical environment. Next, a determination is made at step  5006  of the player position in multiple virtual environments. As discussed above, the multiple virtual environments may comprise differing levels of a same virtual environment as discussed in  FIG.  48    or separate virtual environment areas as discussed in  FIG.  49   . A first avatar or representation of the player is represented within a first virtual reality environment at step  5008  with respect to the position of the player that is active within the first virtual reality environment. This is the solid representation of the player that is made within the virtual reality environment that the player is currently active within. The position of the second avatar of the user is mapped to a virtual position within a second virtual-reality environment at step  5010 . The mapped avatar is displayed at step  5012  as a second avatar of the virtual position of the player within the second virtual-reality environment. The second avatar represents the position of a nonactive player within the second virtual-reality environment and would be shown as a transparent/translucent avatar in order to prevent active players within the second virtual-reality environment from colliding with the player that is active in another virtual-reality environment. Thus, each player that is located within a physical area is mapped to one position within a first virtual reality environment that the user is currently active in and to one or more other virtual reality environment areas or levels that the user is not currently active within. The process would then be repeated for each of the other players within the physical environment until each player was represented as an active avatar in one virtual reality environment in which they were active and as an nonactive avatar in each of the other virtual reality environments associated with the players in the physical environment. 
     Referring now to  FIG.  51   , there is illustrated a further process for populating each of the players within multiple virtual reality environments when the players are sharing a same physical environment. Initially, the location of each player is determined at step  5102  in the physical environment in which the gameplay is being created. Next, the locations of each of the players are determined in the various virtual environments that the players are interacting with at step  5104 . A first player X of all available players in the physical space is selected at step  5106  and the location of the player in the virtual environment is determined at step  5108 . A next player is selected at step  5110  and a determination is made at step  5112  of the location of the player with respect to the selected player X. Inquiry step  5114  determines if the two players are on that the same virtual level. If so, the next player is displayed as a solid avatar at step  5106 . If inquiry step  5114  determines that the players are not located on a same virtual level, the next player is displayed as a translucent/transparent avatar (ghost) at step  5118 . Inquiry step  5120  determines if there are additional other players with respect to the first selected player. If so, control passes back to step  5110  to select a new next player and the process proceeds as before with the newly selected next player X. If inquiry step  5120  determines that there are no more next players with respect to the initially selected player X control passes to inquiry step  5122  to determine if each player has had their position determined with respect to all of the other players. If not, control passes back to step  5108  to locate the next player X to go through the process within the virtual environment and the process proceeds as described previously. If the position of each of the players has been determined with respect to all of the other players, the process is completed at step  5124 . 
     While the above described embodiment envisions that the position of non-active player avatars that are transparent/translucent are always displayed to the active players within a particular virtual reality environment, this could potentially create a crowded view of the translucent/transparent avatars within the virtual reality view of the active players in a particular virtual reality environment. This process can be further improved by only displaying the translucent/transparent avatars when players come within a predetermined distance of each other within the physical world and then displaying the translucent/transparent avatars when the players are within the predetermined distance of each other. 
     With respect to a particular player, the players position with respect to each of the other players in a physical environment is determined at step  5202 . Inquiry step  5204  determines whether any two players have come within a predetermined distance of each other within the physical environment. If players have not come within a predetermined distance of each other within the physical environment, control passes back to step  5202  wherein the player positioning&#39;s are continually monitored. If inquiry step  5204  determines that two players have come within a predetermined distance of each other, a display is generated at step  5204  having players that are within a predetermined distance of each other in the physical environment but are playing on separate virtual reality environments displayed to each other as a translucent/transparent avatar (ghost). This enables the users to see the position of a player within a separate virtual reality environment and avoid a physical collision with the other player even though they are gameplaying in separate virtual reality environments. 
     When a single virtual reality environment is divided into multiple levels as illustrated with respect to  FIG.  48   , the avatars of the players may move between the different virtual-reality levels. When this occurs, a players avatar may change from an active avatar to a nonactive avatar or vice versa with respect to active players currently on a virtual-reality level. When this occurs, the nonactive translucent/transparent avatar of a player must merge with or separate from the active solid avatar of the player using for example the process illustrated in  FIG.  53   . Thus, with respect to each player in the multilevel virtual reality environment the level of the players active avatar is determined at step  5302 . Once the level of an active avatar is determined, a determination is made at step  5304  if the active avatar is moving between levels. Inquiry step  5306  determines if the active avatars are moving between levels. If no level change is occurring, the avatars remain on their current levels at step  5308 . If inquiry step  5306  determines that the avatar is changing levels, a display is generated at step  5310  that shows an active avatar separating from the non-active avatar as a player moves from a first level to a second level for all players remaining on the first level. Also, a display is generated at step  5312  that shows an active avatar merging with a non-active avatar as the player moves from the first level to the second level for all players on the second level. 
     It will be appreciated by those skilled in the art having the benefit of this disclosure that this system and method for selectively placing an avatar within a configurable virtual-reality environment that a user may physically interact with while operating within a virtual-reality world. It should be understood that the drawings and detailed description herein are to be regarded in an illustrative rather than a restrictive manner, and are not intended to be limiting to the particular forms and examples disclosed. On the contrary, included are any further modifications, changes, rearrangements, substitutions, alternatives, design choices, and embodiments apparent to those of ordinary skill in the art, without departing from the spirit and scope hereof, as defined by the following claims. Thus, it is intended that the following claims be interpreted to embrace all such further modifications, changes, rearrangements, substitutions, alternatives, design choices, and embodiments.