Patent Publication Number: US-2017354864-A1

Title: Directional Interface Object

Description:
FIELD OF THE DISCLOSURE 
     The present disclosure relates to an interface object for gameplay of a video game, and more specifically, wherein the video game defines virtual reality (VR) environment content presented in head mounted displays (HMDs), and related methods and systems. 
     BACKGROUND 
     Description of the Related Art 
     The video game industry has seen many changes over the years. As computing power has expanded, developers of video games have likewise created game software that takes advantage of these increases in computing power. To this end, video game developers have been coding games that incorporate sophisticated operations and mathematics to produce very detailed and engaging gaming experiences. 
     Example gaming platforms include the Sony Playstation®, Sony Playstation2® (PS2), Sony Playstation3® (PS3), and Sony Playstation4® (PS4), each of which is sold in the form of a game console. As is well known, the game console is designed to connect to a display (typically a television) and enable user interaction through handheld controllers. The game console is designed with specialized processing hardware, including a CPU, a graphics synthesizer for processing intensive graphics operations, a vector unit for performing geometry transformations, and other glue hardware, firmware, and software. The game console may be further designed with an optical disc reader for receiving game discs for local play through the game console. Online gaming is also possible, where a user can interactively play against or with other users over the Internet. As game complexity continues to intrigue players, game and hardware manufacturers have continued to innovate to enable additional interactivity and computer programs. 
     A growing trend in the computer gaming industry is to develop games that increase the interaction between the user and the gaming system. One way of accomplishing a richer interactive experience is to use wireless game controllers whose movement is tracked by the gaming system in order to track the player&#39;s movements and use these movements as inputs for the game. Generally speaking, gesture input refers to having an electronic device such as a computing system, video game console, smart appliance, etc., react to some gesture made by the player and captured by the electronic device. 
     Another way of accomplishing a more immersive interactive experience is to use a head-mounted display. A head-mounted display is worn by the user and can be configured to present various graphics, such as a view of a virtual space. The graphics presented on a head-mounted display can cover a large portion or even all of a user&#39;s field of view. Hence, a head-mounted display can provide a visually immersive experience to the user. 
     It is in this context that embodiments of the disclosure arise. 
     SUMMARY 
     Implementations of the present disclosure include devices, methods and systems relating to a directional interface object used for interaction in a virtual reality (VR) environment, such as during gameplay of a video game. The VR environment can be presented via a head-mounted display (HMD), and the interface object may include features for detecting which hands are grasping different portions of the directional interface object. Therefore, the virtual hands in the VR environment which correspond to the user&#39;s hand can be configured to properly show which hand is holding which part of a corresponding item in the VR environment (e.g. a weapon or gun). Furthermore, changes in the hand pose when holding the directional interface object can be reflected in the user&#39;s corresponding view of the VR environment. 
     In some implementations, a directional interface object is provided, including: a top tubular portion; a front tubular portion, a top end of the front tubular portion being joined to a first end of the top tubular portion; a bottom tubular portion, a first end of the bottom tubular portion being joined to a bottom end of the front tubular portion; a rear tubular portion, a top end of the rear tubular portion being joined to a second end of the front tubular portion opposite the first end of the front tubular portion, a bottom end of the rear tubular portion being joined to a second end of the bottom tubular portion opposite the first end of the bottom tubular portion; a trackable object disposed at the first end of the top tubular portion. 
     In some implementations, the front tubular portion is aligned along a first axis, and wherein the rear tubular portion is aligned along a second axis that is substantially not parallel with the first axis. 
     In some implementations, the bottom tubular portion is aligned along a third axis; wherein the front tubular portion extends away from the bottom tubular portion along the first axis at a first angle relative to normal to the third axis; wherein the rear tubular portion extends away from the bottom tubular portion along the second axis at a second angle relative to normal to the third axis, the second angle being less than the first angle. 
     In some implementations, the top tubular portion is aligned along a first axis; and wherein the bottom tubular portion is aligned along a second axis that is substantially not parallel with the first axis. 
     In some implementations, the top tubular portion extends away from the rear tubular portion along the first axis in a first direction; and wherein the bottom tubular portion extends away from the rear tubular portion along the second axis in a second direction that diverges from the first direction. 
     In some implementations, the trackable object has a substantially spherical shape. 
     In some implementations, the trackable object is defined from a translucent material and further includes a light for illuminating the translucent material. 
     In some implementations, the directional interface object further includes: a first joystick positioned along the front tubular portion; a second joystick positioned at the second end of the top tubular portion. 
     In some implementations, the directional interface object further includes at least one inertial sensor for sensing movement of the directional interface object. 
     In some implementations, the directional interface object further includes at least one contact sensor positioned along the front tubular portion or the rear tubular portion for detecting contact of a user&#39;s hand with the front tubular portion or the rear tubular portion, respectively. 
     In some implementations, a system is provided, including: a directional interface object, the directional interface object including, a top tubular portion, a front tubular portion, a top end of the front tubular portion being joined to a first end of the top tubular portion, a bottom tubular portion, a first end of the bottom tubular portion being joined to a bottom end of the front tubular portion, a rear tubular portion, a top end of the rear tubular portion being joined to a second end of the front tubular portion opposite the first end of the front tubular portion, a bottom end of the rear tubular portion being joined to a second end of the bottom tubular portion opposite the first end of the bottom tubular portion, a trackable object disposed at the first end of the top tubular portion, and at least one inertial sensor configured to generate inertial data indicative of movement of the directional interface object; an image captured device configured to capture images of an interactive environment in which the directional interface object is disposed; a computing device configured to execute an interactive application to render a view of a virtual environment to a head-mounted display (HMD), the computing device configured to process the captured images and the inertial data to determine a position of a virtual object that is rendered in the view of the virtual environment. 
     Other aspects and advantages of the disclosure will become apparent from the following detailed description, taken in conjunction with the accompanying drawings, illustrating by way of example the principles of the disclosure. 
    
    
     
       BRIEF DESCRIPTION OF THE DRAWINGS 
       The disclosure may be better understood by reference to the following description taken in conjunction with the accompanying drawings in which: 
         FIG. 1  illustrates a system for interactive gameplay of a video game, in accordance with an embodiment of the disclosure. 
         FIGS. 2A-1 and 2A-2  illustrate a head-mounted display (HMD), in accordance with an embodiment of the disclosure. 
         FIG. 2B  illustrates one example of an HMD user interfacing with a client system, and the client system providing content to a second screen display, which is referred to as a second screen, in accordance with one embodiment. 
         FIG. 3  conceptually illustrates the function of an HMD in conjunction with an executing video game, in accordance with an embodiment of the disclosure. 
         FIG. 4A  illustrates a side view of directional interface object  104 , in accordance with implementations of the disclosure. 
         FIGS. 4B and 4C  illustrate additional perspective views of the directional interface object  104 , in accordance with implementations of the disclosure. 
         FIG. 5A  illustrates a directional interface object having a plurality of touch sensors, in accordance with implementations of the disclosure. 
         FIG. 5B  illustrates a plurality of graphs showing the amount of contact as measured by the aforementioned touch sensors on the sides of the front and rear tubular portions of the directional interface object, in accordance with implementations of the disclosure. 
         FIG. 5C  illustrates a method for rendering the appropriate virtual hand in a VR environment corresponding to a user&#39;s actual hand, in accordance with implementations of the disclosure. 
         FIG. 6  illustrates changes in fingers of a user&#39;s hand touching a touch sensor and corresponding changes in a rendering of a virtual hand, in accordance with implementations of the disclosure. 
         FIG. 7  illustrates a directional interface object having a plurality of lights to facilitate tracking of the directional interface object, in accordance with implementations of the disclosure. 
         FIG. 8  illustrates a directional interface object having a movable weight, in accordance with implementations of the disclosure. 
         FIG. 9  illustrates a user  100  using an HMD  102  to view a VR environment, in accordance with implementations of the disclosure. 
         FIG. 10  illustrates a user  100  using an HMD  102  to view a VR environment, in accordance with implementations of the disclosure. 
         FIG. 11  illustrates a user viewing a VR environment using an HMD, in accordance with implementations of the disclosure. 
         FIG. 12  is a diagram illustrating components of a directional interface object  104 , in accordance with an embodiment of the invention. 
         FIG. 13  illustrates components of a head-mounted display, in accordance with an embodiment of the disclosure. 
         FIG. 14  is a block diagram of a Game System  1400 , according to various embodiments of the disclosure. 
     
    
    
     DETAILED DESCRIPTION 
     The following implementations of the present disclosure provide devices, methods, and systems relating to a directional interface object for providing input to an interactive application, such as a video game. 
     In various implementations, the methods, systems, image capture objects, sensors and associated interface objects (e.g., gloves, controllers, peripheral devices, etc.) are configured to process data that is configured to be rendered in substantial real time on a display screen. The display may be the display of a head mounted display (HMD), a display of a second screen, a display of a portable device, a computer display, a display panel, a display of one or more remotely connected users (e.g., whom may be viewing content or sharing in an interactive experience), or the like. 
     It will be obvious, however, to one skilled in the art, that the present disclosure may be practiced without some or all of these specific details. In other instances, well known process operations have not been described in detail in order not to unnecessarily obscure the present disclosure. 
       FIG. 1  illustrates a system for interactive gameplay of a video game, in accordance with an embodiment of the disclosure. A user  100  is shown wearing a head-mounted display (HMD)  102 . The HMD  102  is worn in a manner similar to glasses, goggles, or a helmet, and is configured to display a video game or other content to the user  100 . The HMD  102  provides a very immersive experience to the user by virtue of its provision of display mechanisms in close proximity to the user&#39;s eyes. Thus, the HMD  102  can provide display regions to each of the user&#39;s eyes which occupy large portions or even the entirety of the field of view of the user. 
     In one embodiment, the HMD  102  can be connected to a computer  106 . The connection to computer  106  can be wired or wireless. The computer  106  can be any general or special purpose computer known in the art, including but not limited to, a gaming console, personal computer, laptop, tablet computer, mobile device, cellular phone, tablet, thin client, set-top box, media streaming device, etc. In one embodiment, the computer  106  can be configured to execute a video game, and output the video and audio from the video game for rendering by the HMD  102 . 
     The user  100  may operate a directional interface object  104  to provide input for the video game. Additionally, a camera  108  can be configured to capture images of the interactive environment in which the user  100  is located. These captured images can be analyzed to determine the location and movements of the user  100 , the HMD  102 , and the directional interface object  104 . In various implementations, the directional interface object  104  includes a light which can be tracked, and/or inertial sensor(s), to determine its location and orientation. 
     The way the user interfaces with the virtual reality scene displayed in the HMD  102  can vary, and other interface devices in addition to directional interface object  104 , can be used. For instance, single-handed controllers can also be used, as well as two-handed controllers. In some embodiments, the controllers can be tracked themselves by tracking lights associated with the controllers, or tracking of shapes, sensors, and inertial data associated with the controllers. Using these various types of controllers, or even simply hand gestures that are made and captured by one or more cameras, it is possible to interface, control, maneuver, interact with, and participate in the virtual reality environment presented on the HMD  102 . 
     Additionally, the HMD  102  may include one or more lights which can be tracked to determine the location and orientation of the HMD  102 . The camera  108  can include one or more microphones to capture sound from the interactive environment. Sound captured by a microphone array may be processed to identify the location of a sound source. Sound from an identified location can be selectively utilized or processed to the exclusion of other sounds not from the identified location. Furthermore, the camera  108  can be defined to include multiple image capture devices (e.g. stereoscopic pair of cameras), an IR camera, a depth camera, and combinations thereof. 
     In another embodiment, the computer  106  functions as a thin client in communication over a network with a cloud gaming provider  112 . The cloud gaming provider  112  maintains and executes the video game being played by the user  102 . The computer  106  transmits inputs from the HMD  102 , the directional interface object  104  and the camera  108 , to the cloud gaming provider, which processes the inputs to affect the game state of the executing video game. The output from the executing video game, such as video data, audio data, and haptic feedback data, is transmitted to the computer  106 . The computer  106  may further process the data before transmission or may directly transmit the data to the relevant devices. For example, video and audio streams are provided to the HMD  102 , whereas a vibration feedback command is provided to the directional interface object  104 . 
     In one embodiment, the HMD  102 , directional interface object  104 , and camera  108 , may themselves be networked devices that connect to the network  110  to communicate with the cloud gaming provider  112 . For example, the computer  106  may be a local network device, such as a router, that does not otherwise perform video game processing, but which facilitates passage of network traffic. The connections to the network by the HMD  102 , directional interface object  104 , and camera  108  may be wired or wireless. 
     Additionally, though embodiments in the present disclosure may be described with reference to a head-mounted display, it will be appreciated that in other embodiments, non-head mounted displays may be substituted, including without limitation, a television, projector, LCD display screen, portable device screen (e.g. tablet, smartphone, laptop, etc.) or any other type of display that can be configured to render video and/or provide for display of an interactive scene or virtual environment in accordance with the present embodiments. 
     Aspects of the disclosed embodiments relate to a directional interface object  104 , as shown in  FIG. 1 . As illustrated, the user  100  is capable of holding the directional interface object  104  in a comfortable position with a left hand holding the trigger and the right hand holding a front-most section of the directional interface object  104 . In one embodiment, the left hand is configured to hold the trigger, so as to select, and/or fire a virtual weapon or pointing device, when interfacing with a virtual-reality space. The right hand, when placed on the body of the directional interface object  104 , provides a way for the user&#39;s thumb to access control inputs. The control inputs include, for example, a joystick that may be used to control a virtual user being viewed by the HMD  102  of user  100 . For instance, the joystick when push forward may allow a virtual user to move forward or navigate to the left to the right and in different directions within the virtual environment. 
     Other selection buttons that can be controlled by the right hand, e.g. the thumb, may be a share button. Other buttons may also be located for easy access by the right hand thumb, such as directional buttons, for a directional pad. For the user&#39;s left hand, the user&#39;s thumb can access a rear input joystick. The rear input joystick sits above the thumb of the left hand, while the hand is holding the trigger. As discussed below, the buttons that are disposed near the left hands thumb area, or rear portion of the directional object interface  104 , can include the joystick, and other buttons typically laid-out on a controller. For example, the buttons can include a triangle button, a square button, a circle button, and X button, which are disposed around a joystick. In other embodiments, buttons that are common to various other game console controllers, and non-game console controllers can be integrated onto the directional interface object  104 . It should be understood that the button locations can also be moved around, and more or fewer buttons can be provided. 
     It should also be understood that the input devices can include touch screens, video screens, and other types of sensors and inputs. In one particular example, the left hand thumb while holding the trigger can also interface with these other buttons. The directional interface object  104  includes an inertial sensor integrated therein, which allows for information regarding inertial tracking to be communicated with computer  106 . In one embodiment, it is possible to perform all processing on the HMD  102 , and the inertial tracking of the directional object interface  104 , can be processed by circuitry of the HMD  102 . In other embodiments, inertial data can be transferred to a cloud gaming system  112 , over network  110 . For instance, the game execution rendered on the HMD  102  can be executed in cloud gaming  112 , and communicated back to the display of the HMD  102 . In one configuration, the camera  108  facing the user  100 , may track the HMD  102  and also track the directional interface object  104 . 
     As mentioned below, the tracking can be achieved by monitoring captured image frames of the scene in which the user  100  is playing, which can detect the position of the HMD  102 , and the directional interface object  104 . One embodiment includes having an illuminated object near the front portion of the directional interface object  104 . The illumination object may be, for example, a ball that lights up in a glowing manner In one configuration, the color of the ball can change depending on the user. For instance, if multiple users are playing a game in a particular location, the illuminated ball will light up in different colors, so as to differentiate different players. 
     In one embodiment, the directional interface object  104  is defined by a unitary body, which wraps around the handle portion where a trigger is located, and a distal handle location opposite the trigger. In some embodiments, sensors may be provided on the surface of the directional interface object  104 , to detect when a user&#39;s hands are contacting the surfaces of the body. The sensors, in one embodiment, can detect when a user is holding the directional interface object  104  with a left hand on the trigger or a right hand on the trigger. Typically, depending on whether the user is right-handed or left-handed, the user will hold the directional interface object  104  in a manner that is most comfortable. In one embodiment, the sensors may determine which hand is holding the trigger. 
     As described below, it may be possible to compare the amount of surface area that is holding the trigger area versus the front handle. If more surface area is being covered by the user&#39;s hand when the user&#39;s hand is in a gripping position, on a particular side, that may be indicative of the way the user is holding the directional interface object  104 . In the example of  FIG. 1 , the left hand is holding the trigger and the right hand is holding the front portion/handle. If the sensor on the left side of the trigger area detects more contact with the user&#39;s hand, that may be indicative that the left hand is holding the trigger. If the sensor on the right side of the trigger area detects more contact with the user&#39;s hand that may be indicative that the right hand is holding the trigger. Detecting the manner in which the user is holding the directional interface object  104  is used to provide a corresponding holding orientation of the virtual object in the virtual-reality scene viewed via the HMD  102 . For instance, if the user is playing a first-person shooter game, the gun viewed through the HMD  102 , which portrays the virtual reality of user  100  in the scene, will show the corresponding right-hand and left-hand holding the virtual weapon. Thus, depending on the way the directional interface object  104  is being held, the corresponding virtual reality view of the weapon will also be held in a similar fashion, which provides a more realistic and corresponding view to the user. 
     In some embodiments, is possible to perform calibration operations to determine orientation of holding by the user. The calibration operations can, for example, ask the user to grip the directional interface object  104 . When the gripping is occurring, the calibration operation will detect which way the directional interface object  104  is being held, and use that information to map to the virtual-reality images of the virtual object (e.g., a virtual gun). In some embodiments, sensors may be disposed on the surfaces of the directional interface object  104 , in proximity to the fingers of the user  100 . The sensors may be used to determine when user  100  is moving his or her fingers off of the surface of the object  104 . For instance, if the user is moving his or her fingers off of the surface periodically, that corresponding movement can be shown on the virtual hand shown in the virtual display scene. That is, if the user  100  wiggles his fingers below the trigger, the virtual hands in the virtual-reality scene as viewed through the HMD  102  will also wiggle fingers in the hand that correspond to the trigger hand. In some embodiments, the fingers that will be wiggled or moved in the virtual-reality scene may not correspond directly to the same fingers being moved on the directional interface object  104 , but to the user  100 , some movement of the fingers in the virtual-reality scene will correspond to the user&#39;s knowledge that he or she is moving his/her fingers on the physical directional interface object  104 . 
     This provides for a more realistic feeling and sensation when viewing the generated virtual-reality gun in the virtual reality scene, as viewed through the HMD  102 . In other embodiments, the determination of whether the user is holding the directional interface object with the right hand on the trigger or the left hand on the trigger can be provided by way of an input setting. The input setting can be set during an initialization state, during calibration, or if the user decides to change the holding orientation of the directional interface object  104 , during the game play. In further embodiments, the detection can be dynamic, and can be automatically set during gameplay. For instance, if the detection is automatic, if the user sets down the directional interface object  104  temporarily, and then picks it up with the opposite hands, the system will detect that automatically and display the correct orientation to the user in the HMD  102 . In further embodiments, it may be possible to provide additional sensors throughout the body of the directional interface object  104 . The other sensors may be placed in different sectors or segments of the body, to determine when the user no longer is holding the active trigger area or the front control area. For instance, if the user holds the directional interface object  104  from the bottom part of the body, the system will know where the user is holding the directional interface object  104 . 
     By way of example, by detecting which location the user is holding the directional interface object  104 , it is possible to use the directional interface object  104  in various other configurations for gameplay that is not a shooting or pointing game or navigation function. In some embodiments, the body of the directional interface object  104 , can be used to interface with other users in a same co-located space. For instance, it is possible for the HMD user  100  to allow the spectator to hold or pull on a portion of the directional interface object  104 , which can provide other interface or control. Therefore, by allowing the placement of sensors throughout the body to detect touch, grasping, tapping, rubbing, pairing contact, or any other type of physical or proximity input, detection of use or gameplay or interface functions can be determined. In some embodiments, the directional interface object  104  can be paired to other input devices, such as an HMD  102 . In one configuration, it is possible to pair the devices by tapping the devices together. It may be also possible to pair the devices by pulling on the trigger when the pairing is determined to be needed. 
     It is also possible to pair devices when they become close in proximity to one another. For example, if the user is holding the directional interface object  104  within 2 or 3 feet of the HMD  102 , it is assumed that the devices should be paired together. In one embodiment, pairing of the devices can be processed by algorithms that automatically perform in the background. In other embodiments, the pairing can include navigating screens or menus or user interfaces presented in the HMD  102 . In some embodiments, the user can select interfaces, buttons, navigation, or other input in the HMD  102 , by pointing the directional interface object  104  at those icons, content, or scenes and then selecting by pushing a button, the trigger, multiple buttons, or providing some gesture input. 
       FIGS. 2A-1 and 2A-2  illustrate a head-mounted display (HMD), in accordance with an embodiment of the disclosure.  FIG. 2A-1  in particular illustrates the Playstation® VR headset, which is one example of a HMD in accordance with implementations of the disclosure. As shown, the HMD  102  includes a plurality of lights  200 A-H. Each of these lights may be configured to have specific shapes, and can be configured to have the same or different colors. The lights  200 A,  200 B,  200 C, and  200 D are arranged on the front surface of the HMD  102 . The lights  200 E and  200 F are arranged on a side surface of the HMD  102 . And the lights  200 G and  200 H are arranged at corners of the HMD  102 , so as to span the front surface and a side surface of the HMD  102 . It will be appreciated that the lights can be identified in captured images of an interactive environment in which a user uses the HMD  102 . Based on identification and tracking of the lights, the location and orientation of the HMD  102  in the interactive environment can be determined. It will further be appreciated that some of the lights may or may not be visible depending upon the particular orientation of the HMD  102  relative to an image capture device. Also, different portions of lights (e.g. lights  200 G and  200 H) may be exposed for image capture depending upon the orientation of the HMD  102  relative to the image capture device. 
     In one embodiment, the lights can be configured to indicate a current status of the HMD to others in the vicinity. For example, some or all of the lights may be configured to have a certain color arrangement, intensity arrangement, be configured to blink, have a certain on/off configuration, or other arrangement indicating a current status of the HMD  102 . By way of example, the lights can be configured to display different configurations during active gameplay of a video game (generally gameplay occurring during an active timeline or within a scene of the game) versus other non-active gameplay aspects of a video game, such as navigating menu interfaces or configuring game settings (during which the game timeline or scene may be inactive or paused). The lights might also be configured to indicate relative intensity levels of gameplay. For example, the intensity of lights, or a rate of blinking, may increase when the intensity of gameplay increases. In this manner, a person external to the user may view the lights on the HMD  102  and understand that the user is actively engaged in intense gameplay, and may not wish to be disturbed at that moment. 
     The HMD  102  may additionally include one or more microphones. In the illustrated embodiment, the HMD  102  includes microphones  204 A and  204 B defined on the front surface of the HMD  102 , and microphone  204 C defined on a side surface of the HMD  102 . By utilizing an array of microphones, sound from each of the microphones can be processed to determine the location of the sound&#39;s source. This information can be utilized in various ways, including exclusion of unwanted sound sources, association of a sound source with a visual identification, etc. 
     The HMD  102  may also include one or more image capture devices. In the illustrated embodiment, the HMD  102  is shown to include image capture devices  202 A and  202 B. By utilizing a stereoscopic pair of image capture devices, three-dimensional (3D) images and video of the environment can be captured from the perspective of the HMD  102 . Such video can be presented to the user to provide the user with a “video see-through” ability while wearing the HMD  102 . That is, though the user cannot see through the HMD  102  in a strict sense, the video captured by the image capture devices  202 A and  202 B (e.g., or one or more front facing cameras  108 ′ disposed on the outside body of the HMD  102 , as shown in  FIG. 3  below) can nonetheless provide a functional equivalent of being able to see the environment external to the HMD  102  as if looking through the HMD  102 . Such video can be augmented with virtual elements to provide an augmented reality experience, or may be combined or blended with virtual elements in other ways. Though in the illustrated embodiment, two cameras are shown on the front surface of the HMD  102 , it will be appreciated that there may be any number of externally facing cameras installed on the HMD  102 , oriented in any direction. For example, in another embodiment, there may be cameras mounted on the sides of the HMD  102  to provide additional panoramic image capture of the environment. 
       FIG. 2B  illustrates one example of an HMD  102  user  100  interfacing with a client system  106 , and the client system  106  providing content to a second screen display, which is referred to as a second screen  107 . The client system  106  may include integrated electronics for processing the sharing of content from the HMD  102  to the second screen  107 . Other embodiments may include a separate device, module, connector, that will interface between the client system and each of the HMD  102  and the second screen  107 . In this general example, user  100  is wearing HMD  102  and is playing a video game using a controller, which may also be directional interface object  104 . The interactive play by user  100  will produce video game content (VGC), which is displayed interactively to the HMD  102 . 
     In one embodiment, the content being displayed in the HMD  102  is shared to the second screen  107 . In one example, a person viewing the second screen  107  can view the content being played interactively in the HMD  102  by user  100 . In another embodiment, another user (e.g. player  2 ) can interact with the client system  106  to produce second screen content (SSC). The second screen content produced by a player also interacting with the controller  104  (or any type of user interface, gesture, voice, or input), may be produced as SSC to the client system  106 , which can be displayed on second screen  107  along with the VGC received from the HMD  102 . 
     Accordingly, the interactivity by other users who may be co-located or remote from an HMD user can be social, interactive, and more immersive to both the HMD user and users that may be viewing the content played by the HMD user on a second screen  107 . As illustrated, the client system  106  can be connected to the Internet  110 . The Internet can also provide access to the client system  106  to content from various content sources  120 . The content sources  120  can include any type of content that is accessible over the Internet. 
     Such content, without limitation, can include video content, movie content, streaming content, social media content, news content, friend content, advertisement content, etc. In one embodiment, the client system  106  can be used to simultaneously process content for an HMD user, such that the HMD is provided with multimedia content associated with the interactivity during gameplay. The client system  106  can then also provide other content, which may be unrelated to the video game content to the second screen. The client system  106  can, in one embodiment receive the second screen content from one of the content sources  120 , or from a local user, or a remote user. 
       FIG. 3  conceptually illustrates the function of the HMD  102  in conjunction with an executing video game, in accordance with an embodiment of the disclosure. The executing video game is defined by a game engine  320  which receives inputs to update a game state of the video game. The game state of the video game can be defined, at least in part, by values of various parameters of the video game which define various aspects of the current gameplay, such as the presence and location of objects, the conditions of a virtual environment, the triggering of events, user profiles, view perspectives, etc. 
     In the illustrated embodiment, the game engine receives, by way of example, controller input  314 , audio input  316  and motion input  318 . The controller input  314  may be defined from the operation of a gaming controller separate from the HMD  102 , such as a handheld gaming controller (e.g. Sony DUALSHOCK®4 wireless controller, Sony PlayStation® Move motion controller) or directional interface object  104 . By way of example, controller input  314  may include directional inputs, button presses, trigger activation, movements, gestures, or other kinds of inputs processed from the operation of a gaming controller. The audio input  316  can be processed from a microphone  302  of the HMD  102 , or from a microphone included in the image capture device  108  or elsewhere in the local environment. The motion input  318  can be processed from a motion sensor  300  included in the HMD  102 , or from image capture device  108  as it captures images of the HMD  102 . The game engine  320  receives inputs which are processed according to the configuration of the game engine to update the game state of the video game. The game engine  320  outputs game state data to various rendering modules which process the game state data to define content which will be presented to the user. 
     In the illustrated embodiment, a video rendering module  322  is defined to render a video stream for presentation on the HMD  102 . The video stream may be presented by a display/projector mechanism  310 , and viewed through optics  308  by the eye  306  of the user. An audio rendering module  304  is configured to render an audio stream for listening by the user. In one embodiment, the audio stream is output through a speaker  304  associated with the HMD  102 . It should be appreciated that speaker  304  may take the form of an open air speaker, headphones, or any other kind of speaker capable of presenting audio. 
     In one embodiment, a gaze tracking camera  312  is included in the HMD  102  to enable tracking of the gaze of the user. The gaze tracking camera captures images of the user&#39;s eyes, which are analyzed to determine the gaze direction of the user. In one embodiment, information about the gaze direction of the user can be utilized to affect the video rendering. For example, if a user&#39;s eyes are determined to be looking in a specific direction, then the video rendering for that direction can be prioritized or emphasized, such as by providing greater detail or faster updates in the region where the user is looking. It should be appreciated that the gaze direction of the user can be defined relative to the head mounted display, relative to a real environment in which the user is situated, and/or relative to a virtual environment that is being rendered on the head mounted display. 
     Broadly speaking, analysis of images captured by the gaze tracking camera  312 , when considered alone, provides for a gaze direction of the user relative to the HMD  102 . However, when considered in combination with the tracked location and orientation of the HMD  102 , a real-world gaze direction of the user can be determined, as the location and orientation of the HMD  102  is synonymous with the location and orientation of the user&#39;s head. That is, the real-world gaze direction of the user can be determined from tracking the positional movements of the user&#39;s eyes and tracking the location and orientation of the HMD  102 . When a view of a virtual environment is rendered on the HMD  102 , the real-world gaze direction of the user can be applied to determine a virtual world gaze direction of the user in the virtual environment. 
     Additionally, a tactile feedback module  326  is configured to provide signals to tactile feedback hardware included in either the HMD  102  or another device operated by the user, such as directional interface object  104 . The tactile feedback may take the form of various kinds of tactile sensations, such as vibration feedback, temperature feedback, pressure feedback, etc. The directional interface object  104  can include corresponding hardware for rendering such forms of tactile feedback. 
     At present, streaming services for sharing gameplay are very popular. The DualShock®4 wireless controller includes a “share button” directly on the controller to enable such sharing. As described above, there is a need to provide users the ability to spectate, e.g., watch the interactive activity being experienced by users (who may be wearing HMDs  102 ). For example, one HMD virtual reality player may be immersed in the activity presented in the HMD, while other persons/spectators (who may be co-located with the player, or remotely situated) may find enjoyment in watching the interactivity experienced or virtual reality scene being viewed by the HMD player. As used herein, an HMD player is one that is viewing content presented on the HMD, or can be one that is interacting with some content presented on the HMD, or can be playing a game presented on the HMD. The spectators may be wearing HMDs and so may experience an immersive effect of being in the same virtual environment as the player, thus heightening the spectator experience. 
     In still other embodiments, a website may be provided to present users with the ability to search for different types of content or media being played by remote players, and/or select from different players, so as to watch and spectate while the player performs his or her activities. The remote players may, in some embodiments, be playing games using an HMD  102 . In other embodiments, the remote players may be playing games or watching content using a display screen of a device or a television display screen. Broadly speaking, users wishing to watch the activity of another player that is remote, e.g., over a website, can then select specific players or types of games, or thumbnails of the games, or thumbnails of the content, to view the activity being directed by the player. Thus, a website can be provided that enables users to view and select specific interactive content that may be actively played by a remote player. The spectator wishing to view the activity by the player, can simply click on that content and begin watching. It will be appreciated that the one or both of the player and spectator may be using an HMD to view the virtual environment. 
     The person watching and viewing the actions by the HMD player is generally referred to as a spectator. Spectators are those persons who are given access to view the activities, interactivities, actions, movements, etc., but are not necessarily controlling the game action. For this reason, these viewers are referred to as spectators. In the context of an HMD player, the content being presented in the HMD display is dynamic and is controlled by the movements of the HMD player. For example, when the HMD player moves his or her head around, that player is presented with different content that is viewable, similar to the way real world viewing of a person&#39;s surroundings can occur. 
     Again, it is noted that the spectator can be local or remote to an HMD player, and can be viewing the HMD content on a second screen as described with reference to  FIG. 2B . Alternatively, the spectator can also be wearing an HMD, which provides spectator viewing into the HMD player content. In some embodiments, the spectators can be watching live or substantially live content by the HMD player. In other embodiments, the spectators can be watching a recorded version of the content that was viewed by the HMD player. Still further, websites can be provided that allow for multiple or even many multiples of spectators to watch the same content of the HMD player, whether live or recorded. 
       FIG. 4A  illustrates a side view of directional interface object  104 , in accordance with implementations of the disclosure. As shown, the directional interface object  104  possesses a unitary tubular structure, including a top tubular portion  400 , a front tubular portion  402 , a rear tubular portion  404 , and a bottom tubular portion  406 . The front end of the top tubular portion  402  is joined to the top end of the front tubular portion  404 . The rear end of the top tubular portion  402  is joined to the top end of the rear tubular portion  404 . The front end of the bottom tubular portion  406  is joined to the bottom end of the front tubular portion  402 ; and the rear end of the bottom tubular portion  406  is joined to the bottom end of the rear tubular portion  404 . 
     The bottom tubular portion  406  extends along an axis  408  as illustrated. The front tubular portion  402  extends along an axis  410  that is angled in the front direction relative to normal to the axis  408  by an angle φ. The rear tubular portion  404  extends along an axis  412  that is angled in the front direction relative to normal to the axis  408  by an angle θ. In some implementations, the angle φ is greater than the angle θ. In some implementations, the angle φ is approximately the same as the angle θ. 
     The top tubular portion  400  extends along an axis  414 , that in implementations is substantially parallel to the axis  408  of the bottom tubular portion  400 . In some implementations, the axis  414  is not parallel to the axis  408 . In some implementations, the axis  414  is angled relative to the axis  408  so as to diverge in the front direction. 
     The directional interface object  104  includes several features and input devices to enable a user to provide input to an interactive application. For example, a trackable object  416  is included, which can be tracked based on recognition in captured images of the interactive environment in which the directional interface object  104  is disposed. The trackable object  416  can be illuminated by a light/LED included in the trackable object, and may further be illuminated to have a specific color that may differ from other objects of lights in the local environment so as to facilitate tracking of the object. The trackable object  416  in some implementations can be configured to have a spherical shape. Whereas in other implementations, the trackable object  416  may have any geometric or otherwise recognizable shape. 
     In the illustrated implementation, the trackable object  416  is connected to the front end of the top tubular portion  400 . In some implementations, the top tubular portion is configured to be tapered towards the front. That is, the diameter of the top tubular portion can be configured to decrease from back to front. This tapering of the top tubular portion can provide for greater visibility of the trackable object, for example when the directional interface object  104  is turned at an angle relative to an image capture device. 
     The directional interface object further includes various input devices disposed along the front tubular portion  402 , including a front joystick  418  and a directional pad  420  positioned along the rear-facing side of the front tubular portion  402 , and front triggers  422  positioned along the front-facing side of the front tubular portion  402 . 
     A rear trigger  424  is positioned at the interior of the junction between the top tubular portion  400  and the rear tubular portion  404 . In some implementations, the rear trigger  424  is a single-stage trigger; whereas in other implementations, the rear trigger  424  is a two-stage trigger, for example providing a lower resistance initial take-up coupled with a higher resistance break. A rear joystick  426  is disposed at the rear end of the top tubular portion  400 , extending in the rearward direction from the rear end of the top tubular portion so as to be accessible using the thumb of the hand that grasps the rear tubular portion  404 . Rear buttons  428  are additionally provided for input, including buttons that surround the rear joystick  426 , and a button that is positioned along the top tubular portion  400  proximate to the rear trigger  424 , so as to be accessible using the same trigger finger (index finger) of the hand that grasps the rear tubular portion  404 . 
     The directional interface object  104  further includes a communications port  430 , which in some implementations, is a USB port. The communications port  430  enables a wired connection to the directional interface object  104  for communication and/or charging/power. 
     The configuration of the directional interface object enables two-handed use of a rigid body allowing for improved aiming accuracy and immersive simulation of a weapon in VR. The differing angles of the front and rear tubular portions (e.g. as indicated by the angles φ and θ) allow the player to hold the directional interface object horizontally at rest and also when aiming, which allows the directional interface object to be ‘fired’ comfortably from both positions. 
       FIGS. 4B and 4C  illustrate additional perspective views of the directional interface object  104 , in accordance with implementations of the disclosure. 
     In some implementations, portions of the directional interface object  104  that will be gripped by the user may have a textured surface and/or include a pliable material to promote secure gripping by the hands of a user. For example, in some implementations, a portion of the rear tubular portion  404 , such as the rear-facing portion  432 , may be textured or include a pliable material surface. In some implementations, a portion of the front tubular portion  402 , such as the front-facing portion  434 , may be textured or include a pliable material surface. 
       FIG. 5A  illustrates a directional interface object having a plurality of touch sensors, in accordance with implementations of the disclosure. In the illustrated implementation, the directional interface object  104  includes touch sensors disposed on opposite sides of the front and rear tubular portions  402  and  404 . The front tubular portion  402  includes a right front touch sensor  500  disposed on a right side and a left front touch sensor  502  disposed on a left side of the front tubular portion. The rear tubular portion  404  includes a right rear touch sensor  504  disposed on a right side and a left rear touch sensor  506  disposed on a left side of the rear tubular portion. 
     It will be appreciated that that the touch sensors can be any kind of sensor capable of detecting contact by a user&#39;s hand. In some implementations, the touch sensors are capacitive touch sensors. Further, in various implementations, the amount of localization of contact afforded by the touch sensors can vary depending on the kind and configuration of the touch sensor. In some implementations, a touch sensor may be capable of detecting an amount of contact, but not capable of localizing the contact to a particular portion of the touch sensor. In other implementations, a touch sensor may be capable of additionally localizing the contact to a particular portion of the touch sensor. 
     Though a specific configuration of touch sensors is shown, it should be appreciated that in other implementations, the number of touch sensors and specific placement of touch sensors may vary. In some implementations, a touch sensor is positioned on the front-facing portion of the front tubular portion or the rear tubular portion of the directional interface object. Furthermore, additional touch sensors may be provided to enable additional discrimination of contact between the user&#39;s hands and the directional interface object  104 . 
     By way of example, the touch sensors can be used to detect when a user takes his hand off a portion of the directional interface object. For example, if the user takes his hand off the front portion, this can be detected and used for single-handed guns or to facilitate shooting around objects/corners in a virtual environment. 
       FIG. 5B  illustrates a plurality of graphs showing the amount of contact as measured by the aforementioned touch sensors on the sides of the front and rear tubular portions of the directional interface object, in accordance with implementations of the disclosure. In the graph  510 , the amounts of contact over time for each of the left rear touch sensor (LRTS), right rear touch sensor (RRTS), left front touch sensor (LFTS), and right front touch sensor (RFTS) are shown. The contact amounts are derived from sensor readings which indicate the detected amount of the surface of the touch sensor that is being contacted by the user&#39;s hand. As shown in the graph  510 , initially the contact amounts are at a minimum level, indicating that no contact is being made with the touch sensors, which indicates that the user is not holding the directional interface object. 
     Subsequently, the amounts of contact increase to various degrees as shown. In the illustrated implementation shown by graph  510 , the amount of contact detected by the LRTS increases to a higher level than that detected by the RRTS. This can indicate that the user&#39;s left hand is holding the rear tubular portion of the directional interface object, as the palm of the left hand will be expected to contact the left side and exhibit more contact than the fingers which are expected to contact the right side. Also, the amount of contact detected by the LFTS increases to a lower level than that of the RFTS. In a similar manner, this can indicate that the user&#39;s right hand is holding the front tubular portion. Thus, the foregoing pattern of contact amounts detected by the touch sensors is indicative of the user holding the rear portion of the directional interface object  104  with his/her left hand and holding the front portion of the directional interface object  1045  with his/her right hand. 
     The pattern of contact amounts shown by the graph  512  exhibits the opposite scenario, indicating that the user is holding the rear portion of the directional interface object  104  with his/her right hand and holding the front portion of the directional interface object  1045  with his/her left hand. 
     By determining which hand is holding which portion of the directional interface object, it is possible to properly render corresponding virtual hands in the VR environment. For example, the user&#39;s avatar may be holding a virtual weapon or other virtual object with virtual hands, and based on the above-described determination, the virtual right hand and virtual left hand in the VR environment will hold the virtual weapon/object in a manner matching the front/rear positioning of the user&#39;s actual right and left hands. 
       FIG. 5C  illustrates a method for rendering the appropriate virtual hand in a VR environment corresponding to a user&#39;s actual hand, in accordance with implementations of the disclosure. At method operation  520 , an amount of contact is detected by contact/touch sensors that are positioned on left and right (opposite) sides of a handle or portion of an interface object that is configured to be held by a user&#39;s hand. At method operation  522 , the amounts of contact detected by the left and right touch sensors are compared. Based on the comparison, at method operation  524 , a determination is made as to which hand is holding the portion of the interface object. Then at method operation  526 , the appropriate virtual hand is rendered in the VR environment holding a virtual object in a corresponding manner to the user&#39;s actual hand. The presently described method can be applied to both hands to determine which hand is holding a front portion and which hand is holding a rear portion of an interface object, as has been described herein. 
       FIG. 6  illustrates changes in fingers of a user&#39;s hand touching a touch sensor and corresponding changes in a rendering of a virtual hand, in accordance with implementations of the disclosure. As shown, the user&#39;s left hand is holding the rear tubular portion of the directional interface object  104 , with the fingers of the user&#39;s left hand contacting the touch sensor  504 . Also shown are the contact areas on the touch sensor  504  over time. At time T 0 , there are three contact areas  602  indicating three of the user&#39;s fingers touching the touch sensor  504 . At time T 1 , there are two contact areas  604 , indicating one of the fingers has been moved away from the touch sensor. At time T 2 , three contact areas are present again; at time T 3 , there is one contact area; and at time T 4 , there are two contact areas. 
     The graph  610  illustrates the contact amount detected by the touch sensor over time. As can be seen, the contact amount varies in accordance with the amount of contact areas and/or the number of fingers which are touching the touch sensor. 
     In some implementations, the touch sensor  504  does not enable determination of the number of fingers touching the sensor, but detects the amount of contact. However, based on the amount of contact, it is possible to estimate the number of fingers which are contacting the touch sensor, and based on such an estimate, the rendering of a corresponding virtual hand in the VR environment can be caused to exhibit movement of its fingers, thereby mimicking the effect of the user&#39;s movement of fingers. It will be appreciated that the specific fingers of the virtual hand which are moved may not match the actual fingers moved by the user&#39;s hand, but will nonetheless provide a visual feedback that is indicative of finger movement to the user viewing the VR environment through the HMD. 
     The amount of contact detected by the touch sensor when all three of the user&#39;s available fingers (not including the thumb or trigger finger in the presently described implementation) can be calibrated at a calibration operation, or dynamically determined over time by detecting the maximum contact amount. Decreases from the maximum can be detected and may be mapped to specific types of movements of the virtual hand. For example, a decrease in contact amount by a predefined amount can be estimated as indicative of a single finger moving, and therefore a single finger (e.g. predefined or chosen at random) of the virtual hand is moved away from touching/holding a virtual object that corresponds to the interface object. To aid in the accuracy of the determination, the contact amounts can be tracked over time to determine maximum, minimum, and intermediate values which may correspond to certain orientations of the user&#39;s fingers. Also, specific amounts of contact may correspond to specific fingers, and based on this analysis, it may be possible to estimate which finger is being moved by the user on the basis of changes in the contact amount. 
     Shown at reference  612  are corresponding actions for rendering of the virtual hand in the VR environment, which are based on the detected contact amount by the touch sensor. As shown, at various time points, the fingers of the virtual hand can be moved/adjusted to exhibit movements that are correlated to the movement of the user&#39;s fingers relative to the touch sensor  504 . 
       FIG. 7  illustrates a directional interface object having a plurality of lights to facilitate tracking of the directional interface object, in accordance with implementations of the disclosure. As shown, a plurality of lights  700 ,  702 ,  704 , and  706  are disposed along the sides of the top, front, rear, and bottom tubular portions, respectively, of the directional interface object  104 . Corresponding lights may be disposed on the opposite side from that shown in the illustrated implementation. Furthermore, in some implementations, lights may be disposed along the top, bottom, front, or rear surfaces of the various tubular portions/sections of the directional interface object  104 . The various lights can be configured to display various colors to aid in tracking or differentiation of the directional interface object. It will be appreciated that the use of multiple tracking lights on the directional interface object  104  can improve both the accuracy and the range of tracking (both in terms of distance and orientation of the directional interface object relative to an image capture device). In some implementations, the color and/or the intensity of one or more of the lights is configurable, and may be set or adjusted to, for example, increase contrast against the background environment, or differentiate the directional interface object from another interface object or controller (which may have lights controlled to exhibit a different color). 
     Additionally, a proximity sensor  708  can be disposed at the rear end of the top tubular portion of the directional interface object. The proximity sensor  708  can detect when a user&#39;s thumb is in proximity to the rear joystick  426  and/or rear buttons  428 , and based on such detection, may cause the corresponding virtual hand in the VR environment to be rendered in a manner displaying its thumb moving over a corresponding portion of a virtual object (e.g. rear of a weapon or other object held by proximal hand). 
       FIG. 8  illustrates a directional interface object having a movable weight, in accordance with implementations of the disclosure. In the illustrated implementation, the movable weight  800  is disposed inside of the top tubular portion of the directional interface object  104 , and configured to move along a track  802 . However, in other implementations, the moveable weight  800  may be disposed in other portions of the directional interface object  104 . The moveable weight  800  can be caused to move in response to tactile feedback data received from a computer or HMD. The moveable weight  800  can be controlled to move at variable acceleration levels, variable velocities, and for variable distances depending upon the desired haptic effect. The moveable weight  800  may be utilized to provide sensations of momentum based on events occurring in the VR environment. For example, the moveable weight may be caused to move when the user fires a virtual weapon that is controlled by the directional interface object, providing a kickback sensation similar to that of an actual weapon. In another example, when a user reloads their corresponding virtual weapon by, for example, pointing the directional interface object  104  upward, the moveable weight  800  may be caused to move so as to mimic the sensation of weapon reloading mechanics of the virtual weapon. 
       FIG. 9  illustrates a user  100  using an HMD  102  to view a VR environment, in accordance with implementations of the disclosure. The user  100  is provided with a view  900  of a VR environment, and furthermore is holding a directional interface object  104  to interact with the virtual scene. The directional interface object  104  is utilized to aim a weapon in the VR environment and shoot at objects such as the threatening bear shown in the view  900 . A combination of visual tracking of the trackable object and data from inertial sensors in the directional interface object can be utilized as input to determine the pointing direction of the virtual weapon in the VR environment. 
       FIG. 10  illustrates a user  100  using an HMD  102  to view a VR environment, in accordance with implementations of the disclosure. The user  100  is provided with a view  1000  of the VR environment, and furthermore is holding a directional interface object  104  to interact with the virtual scene. In the view  1000 , the user is able to see corresponding virtual hands holding a virtual weapon that corresponds to the directional interface object  104 . The virtual hands will be configured to match the actual configuration of the user&#39;s left and right hands holding the directional interface object, such that the same virtual left/right hands are holding the front/rear of the virtual weapon as the user&#39;s actual left/right hands are holding the front/rear of the directional interface object  104 . This provides the user with a sense of correspondence between their hands and the virtual hands in the VR environment. 
     It will be appreciated that the virtual weapon is one example of a VR representation of the directional interface object  104 . In other implementations, other types of virtual objects can be displayed as the VR representation of the directional interface object. Additionally, it will be appreciated that the VR representation of the directional interface object can display features that are not present on the physical device. Examples include a battery level indicator, one or more mode indicators, animated highlights to show which button to press, etc. 
       FIG. 11  illustrates a user viewing a VR environment using an HMD, in accordance with implementations of the disclosure. The user  100  is holding directional interface object  104 , with his left hand holding the proximal handle and his right hand holding the distal handle of the directional interface object  104 . Correspondingly in the view  1100  of the VR environment which is displayed on the HMD  102 , the corresponding virtual left hand is holding the proximal handle of a virtual weapon and the virtual right hand is holding the distal handle of the virtual weapon. Moreover, the fingers of the virtual hands can be cause to move in response to detected changes in the contact of the hands with the directional interface object  104 , as has been described. 
     Additionally, it is noted that the user&#39;s left thumb is shown over the rear end of the top portion of the directional interface object. Likewise, the virtual left hand&#39;s thumb is shown rendered in a similar position over the rear end of the top portion of the virtual weapon. This can be provided based on detection by an embedded proximity sensor at the rear end of the top portion of the directional interface object. 
     With reference to  FIG. 12 , a diagram illustrating components of a directional interface object  104  is shown, in accordance with an embodiment of the invention. The directional interface object  104  includes a processor  1200  for executing program instructions. A memory  1202  is provided for storage purposes, and may include both volatile and non-volatile memory. A battery  1206  is provided as a power source for the directional interface object  104 . A motion detection module  1208  may include any of various kinds of motion sensitive hardware, such as a magnetometer  1210 , an accelerometer  1212 , and a gyroscope  1214 . 
     The directional interface object  104  includes speakers  1220  for providing audio output. Also, a microphone  1222  may be included for capturing audio from the real environment, including sounds from the ambient environment, speech made by the user, etc. The directional interface object  104  includes tactile feedback module  1224  for providing tactile feedback to the user. In one embodiment, the tactile feedback module  1224  is capable of causing movement and/or vibration of the directional interface object  104  so as to provide tactile feedback to the user. 
     LEDs/lights  1226  can be provided as visual indicators of statuses of the directional interface object  104 . For example, an LED may indicate battery level, power on, etc. Furthermore, the LEDs/lights can be utilized to illuminate a trackable object, such as a spherical object to facilitate visual tracking of the directional interface object. In some implementations, the LEDs/lights are defined along sides of the directional interface object to facilitate tracking of the directional interface object based on image recognition. A USB interface  1230  is included as one example of an interface for enabling connection of peripheral devices, or connection to other devices, such as other portable devices, computers, etc. In various embodiments of the directional interface object  104 , any of various kinds of interfaces may be included to enable greater connectivity of the directional interface object  104 . 
     A WiFi module  1232  is included for enabling connection to the Internet via wireless networking technologies. Also, the directional interface object  104  includes a Bluetooth module  1234  for enabling wireless connection to other devices. A communications link  1236  may also be included for connection to other devices. In one embodiment, the communications link  1236  utilizes infrared transmission for wireless communication. In other embodiments, the communications link  1236  may utilize any of various wireless or wired transmission protocols for communication with other devices. 
     Input buttons/sensors  1238  are included to provide an input interface for the user. Any of various kinds of input interfaces may be included, such as buttons, touchpad, joystick, trackball, etc. An ultra-sonic communication module  1240  may be included in directional interface object  104  for facilitating communication with other devices via ultra-sonic technologies. 
     Bio-sensors  1242  are included to enable detection of physiological data from a user. In one embodiment, the bio-sensors  1242  include one or more dry electrodes for detecting bio-electric signals of the user through the user&#39;s skin. 
     The foregoing components of directional interface object  104  have been described as merely exemplary components that may be included in directional interface object  104 . In various embodiments of the invention, the directional interface object  104  may or may not include some of the various aforementioned components. Embodiments of the directional interface object  104  may additionally include other components not presently described, but known in the art, for purposes of facilitating aspects of the present invention as herein described. 
     It will be appreciated by those skilled in the art that in various embodiments of the invention, the aforementioned handheld device may be utilized in conjunction with an interactive application displayed on a display to provide various interactive functions. The exemplary embodiments described herein are provided by way of example only, and not by way of limitation. 
     With reference to  FIG. 13 , a diagram illustrating components of a head-mounted display  102  is shown, in accordance with an embodiment of the disclosure. The head-mounted display  102  includes a processor  1300  for executing program instructions. A memory  1302  is provided for storage purposes, and may include both volatile and non-volatile memory. A display  1304  is included which provides a visual interface that a user may view. A battery  1306  is provided as a power source for the head-mounted display  102 . A motion detection module  1308  may include any of various kinds of motion sensitive hardware, such as a magnetometer  1310 , an accelerometer  1312 , and a gyroscope  1314 . 
     An accelerometer is a device for measuring acceleration and gravity induced reaction forces. Single and multiple axis models are available to detect magnitude and direction of the acceleration in different directions. The accelerometer is used to sense inclination, vibration, and shock. In one embodiment, three accelerometers  1312  are used to provide the direction of gravity, which gives an absolute reference for two angles (world-space pitch and world-space roll). 
     A magnetometer measures the strength and direction of the magnetic field in the vicinity of the head-mounted display. In one embodiment, three magnetometers  1310  are used within the head-mounted display, ensuring an absolute reference for the world-space yaw angle. In one embodiment, the magnetometer is designed to span the earth magnetic field, which is ±80 microtesla. Magnetometers are affected by metal, and provide a yaw measurement that is monotonic with actual yaw. The magnetic field may be warped due to metal in the environment, which causes a warp in the yaw measurement. If necessary, this warp can be calibrated using information from other sensors such as the gyroscope or the camera. In one embodiment, accelerometer  1312  is used together with magnetometer  1310  to obtain the inclination and azimuth of the head-mounted display  102 . 
     In some implementations, the magnetometers of the head-mounted display are configured so as to be read during times when electromagnets in other nearby devices are inactive. 
     A gyroscope is a device for measuring or maintaining orientation, based on the principles of angular momentum. In one embodiment, three gyroscopes  1314  provide information about movement across the respective axis (x, y and z) based on inertial sensing. The gyroscopes help in detecting fast rotations. However, the gyroscopes can drift overtime without the existence of an absolute reference. This requires resetting the gyroscopes periodically, which can be done using other available information, such as positional/orientation determination based on visual tracking of an object, accelerometer, magnetometer, etc. 
     A camera  1316  is provided for capturing images and image streams of a real environment. More than one camera may be included in the head-mounted display  102 , including a camera that is rear-facing (directed away from a user when the user is viewing the display of the head-mounted display  102 ), and a camera that is front-facing (directed towards the user when the user is viewing the display of the head-mounted display  102 ). Additionally, a depth camera  1318  may be included in the head-mounted display  102  for sensing depth information of objects in a real environment. 
     The head-mounted display  102  includes speakers  1320  for providing audio output. Also, a microphone  1322  may be included for capturing audio from the real environment, including sounds from the ambient environment, speech made by the user, etc. The head-mounted display  102  includes tactile feedback module  1324  for providing tactile feedback to the user. In one embodiment, the tactile feedback module  1324  is capable of causing movement and/or vibration of the head-mounted display  102  so as to provide tactile feedback to the user. 
     LEDs  1326  are provided as visual indicators of statuses of the head-mounted display  102 . For example, an LED may indicate battery level, power on, etc. A card reader  1328  is provided to enable the head-mounted display  102  to read and write information to and from a memory card. A USB interface  1330  is included as one example of an interface for enabling connection of peripheral devices, or connection to other devices, such as other portable devices, computers, etc. In various embodiments of the head-mounted display  102 , any of various kinds of interfaces may be included to enable greater connectivity of the head-mounted display  102 . 
     A WiFi module  1332  is included for enabling connection to the Internet or a local area network via wireless networking technologies. Also, the head-mounted display  102  includes a Bluetooth module  1334  for enabling wireless connection to other devices. A communications link  1336  may also be included for connection to other devices. In one embodiment, the communications link  1336  utilizes infrared transmission for wireless communication. In other embodiments, the communications link  1336  may utilize any of various wireless or wired transmission protocols for communication with other devices. 
     Input buttons/sensors  1338  are included to provide an input interface for the user. Any of various kinds of input interfaces may be included, such as buttons, touchpad, joystick, trackball, etc. An ultra-sonic communication module  1340  may be included in head-mounted display  102  for facilitating communication with other devices via ultra-sonic technologies. 
     Bio-sensors  1342  are included to enable detection of physiological data from a user. In one embodiment, the bio-sensors  1342  include one or more dry electrodes for detecting bio-electric signals of the user through the user&#39;s skin. 
     A video input  1344  is configured to receive a video signal from a primary processing computer (e.g. main game console) for rendering on the HMD. In some implementations, the video input is an HDMI input. 
     The foregoing components of head-mounted display  102  have been described as merely exemplary components that may be included in head-mounted display  102 . In various embodiments of the disclosure, the head-mounted display  102  may or may not include some of the various aforementioned components. Embodiments of the head-mounted display  102  may additionally include other components not presently described, but known in the art, for purposes of facilitating aspects of the present disclosure as herein described. 
       FIG. 14  is a block diagram of a Game System  1400 , according to various embodiments of the disclosure. Game System  1400  is configured to provide a video stream to one or more Clients  1410  via a Network  1415 . Game System  1400  typically includes a Video Server System  1420  and an optional game server  1425 . Video Server System  1420  is configured to provide the video stream to the one or more Clients  1410  with a minimal quality of service. For example, Video Server System  1420  may receive a game command that changes the state of or a point of view within a video game, and provide Clients  1410  with an updated video stream reflecting this change in state with minimal lag time. The Video Server System  1420  may be configured to provide the video stream in a wide variety of alternative video formats, including formats yet to be defined. Further, the video stream may include video frames configured for presentation to a user at a wide variety of frame rates. Typical frame rates are 30 frames per second, 60 frames per second, and 120 frames per second. Although higher or lower frame rates are included in alternative embodiments of the disclosure. 
     Clients  1410 , referred to herein individually as  1410 A.,  1410 B., etc., may include head mounted displays, terminals, personal computers, game consoles, tablet computers, telephones, set top boxes, kiosks, wireless devices, digital pads, stand-alone devices, handheld game playing devices, and/or the like. Typically, Clients  1410  are configured to receive encoded video streams, decode the video streams, and present the resulting video to a user, e.g., a player of a game. The processes of receiving encoded video streams and/or decoding the video streams typically includes storing individual video frames in a receive buffer of the Client. The video streams may be presented to the user on a display integral to Client  1410  or on a separate device such as a monitor or television. Clients  1410  are optionally configured to support more than one game player. For example, a game console may be configured to support two, three, four or more simultaneous players. Each of these players may receive a separate video stream, or a single video stream may include regions of a frame generated specifically for each player, e.g., generated based on each player&#39;s point of view. Clients  1410  are optionally geographically dispersed. The number of clients included in Game System  1400  may vary widely from one or two to thousands, tens of thousands, or more. As used herein, the term “game player” is used to refer to a person that plays a game and the term “game playing device” is used to refer to a device used to play a game. In some embodiments, the game playing device may refer to a plurality of computing devices that cooperate to deliver a game experience to the user. For example, a game console and an HMD may cooperate with the video server system  1420  to deliver a game viewed through the HMD. In one embodiment, the game console receives the video stream from the video server system  1420 , and the game console forwards the video stream, or updates to the video stream, to the HMD for rendering. 
     Clients  1410  are configured to receive video streams via Network  1415 . Network  1415  may be any type of communication network including, a telephone network, the Internet, wireless networks, powerline networks, local area networks, wide area networks, private networks, and/or the like. In typical embodiments, the video streams are communicated via standard protocols, such as TCP/IP or UDP/IP. Alternatively, the video streams are communicated via proprietary standards. 
     A typical example of Clients  1410  is a personal computer comprising a processor, non-volatile memory, a display, decoding logic, network communication capabilities, and input devices. The decoding logic may include hardware, firmware, and/or software stored on a computer readable medium. Systems for decoding (and encoding) video streams are well known in the art and vary depending on the particular encoding scheme used. 
     Clients  1410  may, but are not required to, further include systems configured for modifying received video. For example, a Client may be configured to perform further rendering, to overlay one video image on another video image, to crop a video image, and/or the like. For example, Clients  1410  may be configured to receive various types of video frames, such as I-frames, P-frames and B-frames, and to process these frames into images for display to a user. In some embodiments, a member of Clients  1410  is configured to perform further rendering, shading, conversion to 3-D, or like operations on the video stream. A member of Clients  1410  is optionally configured to receive more than one audio or video stream. Input devices of Clients  1410  may include, for example, a one-hand game controller, a two-hand game controller, a gesture recognition system, a gaze recognition system, a voice recognition system, a keyboard, a joystick, a pointing device, a force feedback device, a motion and/or location sensing device, a mouse, a touch screen, a neural interface, a camera, input devices yet to be developed, and/or the like. 
     The video stream (and optionally audio stream) received by Clients  1410  is generated and provided by Video Server System  1420 . As is described further elsewhere herein, this video stream includes video frames (and the audio stream includes audio frames). The video frames are configured (e.g., they include pixel information in an appropriate data structure) to contribute meaningfully to the images displayed to the user. As used herein, the term “video frames” is used to refer to frames including predominantly information that is configured to contribute to, e.g. to effect, the images shown to the user. Most of the teachings herein with regard to “video frames” can also be applied to “audio frames.” 
     Clients  1410  are typically configured to receive inputs from a user. These inputs may include game commands configured to change the state of the video game or otherwise affect game play. The game commands can be received using input devices and/or may be automatically generated by computing instructions executing on Clients  1410 . The received game commands are communicated from Clients  1410  via Network  1415  to Video Server System  1420  and/or Game Server  1425 . For example, in some embodiments, the game commands are communicated to Game Server  1425  via Video Server System  1420 . In some embodiments, separate copies of the game commands are communicated from Clients  1410  to Game Server  1425  and Video Server System  1420 . The communication of game commands is optionally dependent on the identity of the command. Game commands are optionally communicated from Client  1410 A through a different route or communication channel that that used to provide audio or video streams to Client  1410 A. 
     Game Server  1425  is optionally operated by a different entity than Video Server System  1420 . For example, Game Server  1425  may be operated by the publisher of a multiplayer game. In this example, Video Server System  1420  is optionally viewed as a client by Game Server  1425  and optionally configured to appear from the point of view of Game Server  1425  to be a prior art client executing a prior art game engine. Communication between Video Server System  1420  and Game Server  1425  optionally occurs via Network  1415 . As such, Game Server  1425  can be a prior art multiplayer game server that sends game state information to multiple clients, one of which is game server system  1420 . Video Server System  1420  may be configured to communicate with multiple instances of Game Server  1425  at the same time. For example, Video Server System  1420  can be configured to provide a plurality of different video games to different users. Each of these different video games may be supported by a different Game Server  1425  and/or published by different entities. In some embodiments, several geographically distributed instances of Video Server System  1420  are configured to provide game video to a plurality of different users. Each of these instances of Video Server System  1420  may be in communication with the same instance of Game Server  1425 . Communication between Video Server System  1420  and one or more Game Server  1425  optionally occurs via a dedicated communication channel. For example, Video Server System  1420  may be connected to Game Server  1425  via a high bandwidth channel that is dedicated to communication between these two systems. 
     Video Server System  1420  comprises at least a Video Source  1430 , an I/O Device  1445 , a Processor  1450 , and non-transitory Storage  1455 . Video Server System  1420  may include one computing device or be distributed among a plurality of computing devices. These computing devices are optionally connected via a communications system such as a local area network. 
     Video Source  1430  is configured to provide a video stream, e.g., streaming video or a series of video frames that form a moving picture. In some embodiments, Video Source  1430  includes a video game engine and rendering logic. The video game engine is configured to receive game commands from a player and to maintain a copy of the state of the video game based on the received commands. This game state includes the position of objects in a game environment, as well as typically a point of view. The game state may also include properties, images, colors and/or textures of objects. The game state is typically maintained based on game rules, as well as game commands such as move, turn, attack, set focus to, interact, use, and/or the like. Part of the game engine is optionally disposed within Game Server  1425 . Game Server  1425  may maintain a copy of the state of the game based on game commands received from multiple players using geographically disperse clients. In these cases, the game state is provided by Game Server  1425  to Video Source  1430 , wherein a copy of the game state is stored and rendering is performed. Game Server  1425  may receive game commands directly from Clients  1410  via Network  1415 , and/or may receive game commands via Video Server System  1420 . 
     Video Source  1430  typically includes rendering logic, e.g., hardware, firmware, and/or software stored on a computer readable medium such as Storage  1455 . This rendering logic is configured to create video frames of the video stream based on the game state. All or part of the rendering logic is optionally disposed within a graphics processing unit (GPU). Rendering logic typically includes processing stages configured for determining the three-dimensional spatial relationships between objects and/or for applying appropriate textures, etc., based on the game state and viewpoint. The rendering logic produces raw video that is then usually encoded prior to communication to Clients  1410 . For example, the raw video may be encoded according to an Adobe Flash® standard, .wav, H.264, H.263, On2, VP6, VC-1, WMA, Huffyuv, Lagarith, MPG-x. Xvid. FFmpeg, x264, VP6-8, realvideo, mp3, or the like. The encoding process produces a video stream that is optionally packaged for delivery to a decoder on a remote device. The video stream is characterized by a frame size and a frame rate. Typical frame sizes include 800×600, 1280×720 (e.g., 720p), 1024×768, although any other frame sizes may be used. The frame rate is the number of video frames per second. A video stream may include different types of video frames. For example, the H.264 standard includes a “P” frame and a “I” frame. I-frames include information to refresh all macro blocks/pixels on a display device, while P-frames include information to refresh a subset thereof. P-frames are typically smaller in data size than are I-frames. As used herein the term “frame size” is meant to refer to a number of pixels within a frame. The term “frame data size” is used to refer to a number of bytes required to store the frame. 
     In alternative embodiments Video Source  1430  includes a video recording device such as a camera. This camera may be used to generate delayed or live video that can be included in the video stream of a computer game. The resulting video stream, optionally includes both rendered images and images recorded using a still or video camera. Video Source  1430  may also include storage devices configured to store previously recorded video to be included in a video stream. Video Source  1430  may also include motion or positioning sensing devices configured to detect motion or position of an object, e.g., person, and logic configured to determine a game state or produce video-based on the detected motion and/or position. 
     Video Source  1430  is optionally configured to provide overlays configured to be placed on other video. For example, these overlays may include a command interface, log in instructions, messages to a game player, images of other game players, video feeds of other game players (e.g., webcam video). In embodiments of Client  1410 A including a touch screen interface or a gaze detection interface, the overlay may include a virtual keyboard, joystick, touch pad, and/or the like. In one example of an overlay a player&#39;s voice is overlaid on an audio stream. Video Source  1430  optionally further includes one or more audio sources. 
     In embodiments wherein Video Server System  1420  is configured to maintain the game state based on input from more than one player, each player may have a different point of view comprising a position and direction of view. Video Source  1430  is optionally configured to provide a separate video stream for each player based on their point of view. Further, Video Source  1430  may be configured to provide a different frame size, frame data size, and/or encoding to each of Client  1410 . Video Source  1430  is optionally configured to provide 3-D video. 
     I/O Device  1445  is configured for Video Server System  1420  to send and/or receive information such as video, commands, requests for information, a game state, gaze information, device motion, device location, user motion, client identities, player identities, game commands, security information, audio, and/or the like. I/O Device  1445  typically includes communication hardware such as a network card or modem. I/O Device  1445  is configured to communicate with Game Server  1425 , Network  1415 , and/or Clients  1410 . 
     Processor  1450  is configured to execute logic, e.g. software, included within the various components of Video Server System  1420  discussed herein. For example, Processor  1450  may be programmed with software instructions in order to perform the functions of Video Source  1430 , Game Server  1425 , and/or a Client Qualifier  1460 . Video Server System  1420  optionally includes more than one instance of Processor  1450 . Processor  1450  may also be programmed with software instructions in order to execute commands received by Video Server System  1420 , or to coordinate the operation of the various elements of Game System  1400  discussed herein. Processor  1450  may include one or more hardware device. Processor  1450  is an electronic processor. 
     Storage  1455  includes non-transitory analog and/or digital storage devices. For example, Storage  1455  may include an analog storage device configured to store video frames. Storage  1455  may include a computer readable digital storage, e.g. a hard drive, an optical drive, or solid state storage. Storage  1415  is configured (e.g. by way of an appropriate data structure or file system) to store video frames, artificial frames, a video stream including both video frames and artificial frames, audio frame, an audio stream, and/or the like. Storage  1455  is optionally distributed among a plurality of devices. In some embodiments, Storage  1455  is configured to store the software components of Video Source  1430  discussed elsewhere herein. These components may be stored in a format ready to be provisioned when needed. 
     Video Server System  1420  optionally further comprises Client Qualifier  1460 . Client Qualifier  1460  is configured for remotely determining the capabilities of a client, such as Clients  1410 A or  1410 B. These capabilities can include both the capabilities of Client  1410 A itself as well as the capabilities of one or more communication channels between Client  1410 A and Video Server System  1420 . For example, Client Qualifier  1460  may be configured to test a communication channel through Network  1415 . 
     Client Qualifier  1460  can determine (e.g., discover) the capabilities of Client  1410 A manually or automatically. Manual determination includes communicating with a user of Client  1410 A and asking the user to provide capabilities. For example, in some embodiments, Client Qualifier  1460  is configured to display images, text, and/or the like within a browser of Client  1410 A. In one embodiment, Client  1410 A is an HMD that includes a browser. In another embodiment, client  1410 A is a game console having a browser, which may be displayed on the HMD. The displayed objects request that the user enter information such as operating system, processor, video decoder type, type of network connection, display resolution, etc. of Client  1410 A. The information entered by the user is communicated back to Client Qualifier  1460 . 
     Automatic determination may occur, for example, by execution of an agent on Client  1410 A and/or by sending test video to Client  1410 A. The agent may comprise computing instructions, such as java script, embedded in a web page or installed as an add-on. The agent is optionally provided by Client Qualifier  1460 . In various embodiments, the agent can find out processing power of Client  1410 A, decoding and display capabilities of Client  1410 A, lag time reliability and bandwidth of communication channels between Client  1410 A and Video Server System  1420 , a display type of Client  1410 A, firewalls present on Client  1410 A, hardware of Client  1410 A, software executing on Client  1410 A, registry entries within Client  1410 A, and/or the like. 
     Client Qualifier  1460  includes hardware, firmware, and/or software stored on a computer readable medium. Client Qualifier  1460  is optionally disposed on a computing device separate from one or more other elements of Video Server System  1420 . For example, in some embodiments, Client Qualifier  1460  is configured to determine the characteristics of communication channels between Clients  1410  and more than one instance of Video Server System  1420 . In these embodiments the information discovered by Client Qualifier can be used to determine which instance of Video Server System  1420  is best suited for delivery of streaming video to one of Clients  1410 . 
     Embodiments of the present disclosure may be practiced with various computer system configurations including hand-held devices, microprocessor systems, microprocessor-based or programmable consumer electronics, minicomputers, mainframe computers and the like. The disclosure can also be practiced in distributed computing environments where tasks are performed by remote processing devices that are linked through a wire-based or wireless network. 
     With the above embodiments in mind, it should be understood that the disclosure can employ various computer-implemented operations involving data stored in computer systems. These operations are those requiring physical manipulation of physical quantities. Any of the operations described herein that form part of the disclosure are useful machine operations. The disclosure also relates to a device or an apparatus for performing these operations. The apparatus can be specially constructed for the required purpose, or the apparatus can be a general-purpose computer selectively activated or configured by a computer program stored in the computer. In particular, various general-purpose machines can be used with computer programs written in accordance with the teachings herein, or it may be more convenient to construct a more specialized apparatus to perform the required operations. 
     The disclosure can also be embodied as computer readable code on a computer readable medium. The computer readable medium is any data storage device that can store data, which can thereafter be read by a computer system. Examples of the computer readable medium include hard drives, network attached storage (NAS), read-only memory, random-access memory, CD-ROMs, CD-Rs, CD-RWs, magnetic tapes and other optical and non-optical data storage devices. The computer readable medium can include computer readable tangible medium distributed over a network-coupled computer system so that the computer readable code is stored and executed in a distributed fashion. 
     Although the method operations were described in a specific order, it should be understood that other housekeeping operations may be performed in between operations, or operations may be adjusted so that they occur at slightly different times, or may be distributed in a system which allows the occurrence of the processing operations at various intervals associated with the processing, as long as the processing of the overlay operations are performed in the desired way. 
     Although the foregoing disclosure has been described in some detail for purposes of clarity of understanding, it will be apparent that certain changes and modifications can be practiced within the scope of the appended claims. Accordingly, the present embodiments are to be considered as illustrative and not restrictive, and the disclosure is not to be limited to the details given herein, but may be modified within the scope and equivalents of the present disclosure.