Patent Description:
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'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 reality (VR) space. The graphics presented on a head-mounted display can cover a large portion or even all of a user's field of view. Hence, a head-mounted display can provide a visually immersive experience to the user. <CIT> shows a method for providing guidance for a user wearing a head mounted display (HMD), where the user is tracked in real world space and is warned of obstacles in the real world by content integrated into the virtual reality presentation displayed on the HMD. In <CIT> also a method for providing guidance for a user wearing a head mounted display (HMD) is presented. Here, the user is tracked in real world space and is warned of obstacles in the real world by content integrated into the virtual reality presentation displayed on the HMD, where the real world space is captured by a camera which tracks the user and identifies obstacles in the real world space. <CIT> discloses an HMD based VR system, where the real world space is captured by a camera included in the HMD which identifies obstacles in the real world space.

It is in this context that embodiments of the disclosure arise.

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.

The disclosure may be better understood by reference to the following description taken in conjunction with the accompanying drawings in which:.

The following implementations of the present disclosure provide methods, systems, computer readable media and cloud systems, for processing tracking data of an HMD user and providing guidance information to the HMD user toward a safe interaction zone. The embodiments described herein illustrate techniques for integrating virtual-reality content directly into the existing virtual-reality content, so as to provide indicators and guidance to the user when the user is straying outside of a safe zone in the real world space. In some embodiments, the user can be provided with graphical content directly in the virtual-reality space indicating that the user is approaching or has exited a safe zone for interactivity. The graphical content can be in the form of messages, graphical messages, text messages, audio messages, and the like.

The user is provided with guiding messages that tell the user where to move in order to re-enter the safe zone. , the content is paused while the user attempts to re-enter the safe zone. In further embodiments, graphical content can be integrated directly into the virtual-reality content being interacted by the user, so that the graphical content appears native to the application or current content. In this manner, alerts, guiding instructions, and the like, will appear less disruptive to the HMD experience. Generally speaking, the embodiments described herein provide interactive tracking of the user, and of the real world space, so as to provide a safe interaction zone for the user, in a way that also does not interfere or distract from the rich immersive content being presented by the HMD.

In one embodiment, the methods, systems, image capture objects, sensors and associated interface objects (e.g., gloves, controllers, hands, 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> illustrates a system for interactive gameplay of a video game, in accordance with an embodiment of the disclosure. A user <NUM> is shown wearing a head-mounted display (HMD) <NUM>. The HMD <NUM> 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 <NUM>. The HMD <NUM> provides a very immersive experience to the user by virtue of its provision of display mechanisms in close proximity to the user's eyes. Thus, the HMD <NUM> can provide display regions to each of the user's eyes which occupy large portions or even the entirety of the field of view of the user.

In one embodiment, the HMD <NUM> can be connected to a computer <NUM>. The connection to computer <NUM> can be wired or wireless. The computer <NUM> 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 <NUM> can be configured to execute a video game, and output the video and audio from the video game for rendering by the HMD <NUM>.

The user <NUM> may operate a glove interface object 104a to provide input for the video game. Additionally, a camera <NUM> can be configured to capture images of the interactive environment in which the user <NUM> is located. These captured images can be analyzed to determine the location and movements of the user <NUM>, the HMD <NUM>, and the glove interface object 104a. In one embodiment, the glove interface object 104a includes a light which can be tracked to determine its location and orientation.

As described below, the way the user interfaces with the virtual reality scene displayed in the HMD <NUM> can vary, and other interface devices in addition to glove interface objects 104a, 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 <NUM>.

Additionally, the HMD <NUM> may include one or more lights which can be tracked to determine the location and orientation of the HMD <NUM>. The camera <NUM> 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 <NUM> 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 <NUM> functions as a thin client in communication over a network with a cloud gaming provider <NUM>. The cloud gaming provider <NUM> maintains and executes the video game being played by the user <NUM>. The computer <NUM> transmits inputs from the HMD <NUM>, the glove interface object 104a and the camera <NUM>, 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 <NUM>. The computer <NUM> 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 <NUM>, whereas a vibration feedback command is provided to the glove interface object 104a.

In one embodiment, the HMD <NUM>, glove interface object 104a, and camera <NUM>, may themselves be networked devices that connect to the network <NUM> to communicate with the cloud gaming provider <NUM>. For example, the computer <NUM> 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 <NUM>, glove interface object 104a, and camera <NUM> 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.

<FIG> illustrates a flowchart diagram, describing general features associated with guiding users back to safety during the use of an HMD, in accordance with one embodiment. In this example, the method includes operation <NUM> for identifying an HMD user in a real-world space. The HMD user can be tracked in various ways. In one embodiment, the HMD user can be tracked by tracking the HMD itself, or by tracking images of the user wearing the HMD, or by tracking controllers or trackable objects held or worn by the HMD user. Generally, an HMD user will be interacting with the HMD in a real-world space, where the user can move around.

Moving around can include moving around a space that typically is at least the size of a small room, the room in a user's living room, a special purpose room, a game room, a research room, or generally a space in the real world where the user can move around by walking several steps in different directions. However, because the user is moving around in the interaction space in the real world, the user may not see certain things in the real world because the HMD is being worn. Accordingly, the method further includes identifying a real-world space in which the HMD user is safe to move around while interacting with the virtual-reality content presented in a virtual reality space. The real world space can be identified using a number of techniques.

By way of example, cameras may be used to identify what things that are physical in nature are present where the user intends to use the HMD. Other types of sensors can also be used, such as proximity sensors, optical sensors, ultrasonic sensors, physical sensors, wired sensors, depth camera sensors, and the like. In one embodiment, the identified real space can be the space where the user is intending to interact with the HMD. The space may include, for example, a person's living room. The person's living room can include sofas, chairs, coffee tables, and other furniture or walls. Identification of the real world space where the user will be interacting, may take into account those other objects present in the room. Thus, the space in which the user will interact may not necessarily be perfectly round or circular or oval, but may take on a different space that outlines or is contained within the objects in the room.

In operation <NUM>, movements of the HMD user are detected in the real world space. As mentioned above, the user can be interacting in the real world space by moving around. Moving around may include taking steps in different directions while the HMD is being worn by the user. In the virtual-reality space, the user feels that they are moving around that space, and may lose track of the fact that they are in the real world space and may likely bump into something present in the real world space. For this reason, the information regarding the movements of the HMD user are tracked and detected in operation <NUM>. In operation <NUM>, it is detected that the HMD user is outside of the safe zone. By way of example, the user may have moved too close to an object, approached stairs, approached a couch, approached a coffee table, approached another person, approached a fragile object, approached a dangerous object, approached generally another thing or object in the real world.

Because the user may bump into, break, or be hurt if they run into that particular object that is outside of the safe zone, the user is presented with content in the virtual-reality space in <NUM>, so that the user can be guided back to the safe zone. As used herein, the safe zone is considered the space where the user can freely walk around while using the HMD, and not likely hit a physical object or injure himself. Integrating content into the virtual-reality space may include, generating graphics that are placed within the virtual-reality space that may assist in guiding the user back to the safe zone.

The graphics can include graphics that are similar to those being presented in the virtual-reality space. For example, if the virtual-reality space is a game where the user is playing a sport, a referee in that sport can guide the person back to the safe zone. If the user is walking around a virtual mall, a mall attendant or police can guide the user back to the safe zone. The content presented can therefore be interactive in terms of being graphical in nature, or can also include text and audio. Generally speaking, the content presented in the virtual-reality space is presented in a way that does not substantially interfere with the interactivity in the virtual-reality space for the HMD user. In some embodiments, if the user has come to close to an object or is completely outside of the safe zone, the interactive content presented in the virtual-reality space can be paused.

During the positing of the content, interactive content can be injected or augmented into this to guide the user back to the safe zone. Once the user has moved back into the safe zone, the virtual-reality content is resumed in the virtual-reality space. Resuming the content can include, for example, rewinding slightly backwards from the point of pause, to provide the user with context.

<FIG> illustrates an example of operations <NUM>, <NUM>, and <NUM>, as described in <FIG>, in accordance with one embodiment. In this example, operation <NUM> includes detecting when the HMD user is nearing an outer boundary of the real world space in which the HMD user is safe for movement. This operation can include, tracking the user's movements and predicting that the user is moving too far or may be exiting the real world space that is safe for interaction. In operation <NUM>, the virtual-reality space can be augmented with content viewable by the HMD user to alert the user that the outer boundary is approaching.

In some embodiments, virtual-reality characters can appear in the virtual-reality content, so as to provide the user with information regarding the movement toward the outer boundary. In operation <NUM>, the viewable content provided to the HMD user can include information to guide the user back into the real world space in which the HMD user is safe for movement.

<FIG> illustrates an example of a user <NUM>, wearing an HMD <NUM>, and interacting with a virtual-reality view <NUM>. In this example, the user is interacting with a controller <NUM>, and is playing target practice in the virtual-reality view. As the user moves around the real world space <NUM>, the user may bump into objects in the real world, such as chair <NUM>, coffee table <NUM>, and lamp <NUM>, and other objects. These objects are presented in <FIG> simply as an example of physical real world objects that may be located in and around the real world space <NUM> in which the user should be safe to walk around.

The dashed area highlighted in <FIG>, in one example, signifies the area that is safe for the user to walk around. If the user walks to the outer boundaries of that dashed line, the user can be presented with guidance back to the safe zone as described above.

<FIG> illustrates an example of the user <NUM> approaching an outer boundary of the real world space <NUM>. In one embodiment, the virtual-reality view <NUM>' is augmented by including virtual-reality characters <NUM> and a message <NUM>. The virtual-reality character <NUM>, in one embodiment, is presented in some space within the virtual-reality view so as to alert the user <NUM>. The message <NUM>, in one embodiment can tell the user to backup <NUM> steps. As shown, the user <NUM> is also approaching another user <NUM>, and the content presented in the virtual-reality view can also alert the user of another user that's proximate to him to avoid contact.

<FIG> illustrates an example of the user <NUM> interacting in the virtual-reality view <NUM>', and receiving another virtual-reality character <NUM> and message <NUM>. In this example, the user is being guided to move to the left two feet. As shown, the information provided to the user <NUM> is not only an alert, but can also include guiding information so that the user can remain within the safe zone within the real world space <NUM>. Providing this information is an efficient way to avoid having the user <NUM>, who may be immersed in the virtual-reality space, from bumping into real world objects.

An additional advantage is that the user <NUM> is not need to remove his HMD <NUM>, when the user bumps into something. In some embodiments, the messages provided in the virtual-reality space can identify what the object is. By way of example, the user <NUM> can be provided with a message that indicates that a chair is proximate to the user, e.g., one foot to the right. The message can also identify that a person is standing next to him on his right. The message can also identify the person standing next to him, such as "your brother is standing next to you. " Other messages can also identify whether another user wishes or is signaling a wish to talk to the HMD user. In any one of these examples, messages, content, and guidance can be provided to the user <NUM> directly in the virtual-reality space.

<FIG> illustrates an example where the user <NUM> is provided with more animated characters <NUM> in the virtual-reality space, to provide guidance back into the safe zone, in accordance with one embodiment. As shown, the user <NUM> has wandered off to the right of the safe zone, and is approaching the coffee table <NUM> and the lamp <NUM>. Because the user is approaching physical objects that can be broken, or can cause injury to the user <NUM>, the user <NUM> is provided with more significant alerts in the virtual-reality space <NUM>'.

In this example, a message <NUM> is provided to the user, requesting that the user backup, and an image character <NUM> is shown holding up his hands, indicating to the user <NUM> to stop. The animated character <NUM> is simply an example of a type of character they can be integrated into the virtual-reality scene, while still showing virtual-reality content. The virtual-reality content that is still being shown is the virtual-reality weapon, which is being used within the virtual-reality scene.

<FIG> illustrates another example, where a message <NUM> is provided to the user in the virtual-reality scene <NUM>', in accordance with one embodiment. In this example, the user is provided with the message that indicates "please move forward to resume. " This message is indicating to the user <NUM> that the interactivity in the virtual-reality space has been stopped or paused. The stopping and pausing of the content is automatic, when the user steps out of the virtual-reality space <NUM> where it is safe to interact and move. Once the user moves forward into the virtual-reality space <NUM> where it is safe to interact, the content in the virtual-reality space can be resumed.

As such, the pausing and resuming of content in the virtual-reality space can be automatic, based on whether the user is in or out of the safe zone. In some embodiments, the forward-looking cameras of the HMD <NUM> can also be turned on, to provide the user <NUM> with a view of the real-world space, if the user is approaching, about to interact with, about the hit, about to enter a danger zone, or should be warned about possible danger. In this way, in addition to providing messages and graphics within the virtual-reality content to guide the user back into a safe zone, the user can also be provided with a pass-through or see-through view of the real world. In one embodiment, the pass-through or see-through view of the real world is turned on, if the user does not follow the guidance to move back into the real-world space, to allow the user to determine whether to stay out of the real-world space, or take action to avoid injury.

<FIG> illustrates an example of that user <NUM>, interacting with a virtual-reality space, in accordance with one embodiment. In this example, the user <NUM> is shown virtual-reality content <NUM>', which indicates that the content has been paused by message <NUM>. In addition, the user is provided with a bird's eye view or overhead view <NUM> of the space in which the user is interacting. The overhead view <NUM> is mapped or parallels to the real world space <NUM>, and also provides information as to where the user <NUM> is relative to the real world space <NUM>. As such, in indicator <NUM> can be placed in the virtual world space, to indicate the location of user <NUM> relative to the real world space <NUM>. A message <NUM> can also be provided, in one embodiment, to indicate to the user where he is relative to the safe move zone contained within the overhead view <NUM>. This provides the user with a type of personal radar, showing the user where the user can move to move back into the safe zone. In one embodiment, as the user moves towards the middle of the safe zone, the indicator <NUM> will also move, assuring the user <NUM> that he or she is moving in the right direction. Once in the safe zone, the content can either be automatically restarted or resumed, or can be resumed by command of the user <NUM>.

<FIG> illustrates a head-mounted display (HMD), in accordance with an embodiment of the disclosure. As shown, the HMD <NUM> includes a plurality of lights 200A-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 200A, 200B, 200C, and 200D are arranged on the front surface of the HMD <NUM>. The lights 200E and 200F are arranged on a side surface of the HMD <NUM>. And the lights <NUM> and <NUM> are arranged at corners of the HMD <NUM>, so as to span the front surface and a side surface of the HMD <NUM>. It will be appreciated that the lights can be identified in captured images of an interactive environment in which a user uses the HMD <NUM>. Based on identification and tracking of the lights, the location and orientation of the HMD <NUM> 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 <NUM> relative to an image capture device. Also, different portions of lights (e.g. lights <NUM> and <NUM>) may be exposed for image capture depending upon the orientation of the HMD <NUM> 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 certain on/off configuration, or other arrangement indicating a current status of the HMD <NUM>. 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 <NUM> and understand that the user is actively engaged in intense gameplay, and may not wish to be disturbed at that moment.

The HMD <NUM> may additionally include one or more microphones. In the illustrated embodiment, the HMD <NUM> includes microphones 204A and 204B defined on the front surface of the HMD <NUM>, and microphone 204C defined on a side surface of the HMD <NUM>. By utilizing an array of microphones, sound from each of the microphones can be processed to determine the location of the sound'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 <NUM> may also include one or more image capture devices. In the illustrated embodiment, the HMD <NUM> is shown to include image capture devices 202A and 202B. 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 <NUM>. Such video can be presented to the user to provide the user with a "video see-through" ability while wearing the HMD <NUM>. That is, though the user cannot see through the HMD <NUM> in a strict sense, the video captured by the image capture devices 202A and 202B (e.g., or one or more front facing cameras <NUM>' disposed on the outside body of the HMD <NUM>, as shown in <FIG> below) can nonetheless provide a functional equivalent of being able to see the environment external to the HMD <NUM> as if looking through the HMD <NUM>. 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 <NUM>, it will be appreciated that there may be any number of externally facing cameras installed on the HMD <NUM>, oriented in any direction. For example, in another embodiment, there may be cameras mounted on the sides of the HMD <NUM> to provide additional panoramic image capture of the environment.

<FIG> illustrates one example of an HMD <NUM> user interfacing with a client system <NUM>, and the client system <NUM> providing content to a second screen display, which is referred to as a second screen <NUM>. As will be described below, the client system <NUM> may include integrated electronics for processing the sharing of content from the HMD <NUM> to the second screen <NUM>. Other embodiments may include a separate device, module, connector, that will interface between the client system and each of the HMD <NUM> and the second screen <NUM>. In this general example, user <NUM> is wearing HMD <NUM> and is playing a video game using controller <NUM>. The interactive play by user <NUM> will produce video game content (VGC), which is displayed interactively to the HMD <NUM>.

In one embodiment, the content being displayed in the HMD <NUM> is shared to the second screen <NUM>. In one example, a person viewing the second screen <NUM> can view the content being played interactively in the HMD <NUM> by user <NUM>. In another embodiment, another user (e.g. player <NUM>) can interact with the client system <NUM> to produce second screen content (SSC). The second screen content produced by a player also interacting with the controller <NUM> (or any type of user interface, gesture, voice, or input), may be produced as SSC to the client system <NUM>, which can be displayed on second screen <NUM> along with the VGC received from the HMD <NUM>.

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 <NUM>. As illustrated, the client system <NUM> can be connected to the Internet <NUM>. The Internet can also provide access to the client system <NUM> to content from various content sources <NUM>. The content sources <NUM> 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 <NUM> 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 <NUM> can then also provide other content, which may be unrelated to the video game content to the second screen. The client system <NUM> can, in one embodiment receive the second screen content from one of the content sources <NUM>, or from a local user, or a remote user.

<FIG> conceptually illustrates the function of the HMD <NUM> 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 <NUM> 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 <NUM>, audio input <NUM> and motion input <NUM>. The controller input <NUM> may be defined from the operation of a gaming controller separate from the HMD <NUM>, such as a handheld gaming controller (e.g. Sony DUALSHOCK®<NUM> wireless controller, Sony PlayStation ®Move motion controller) or glove interface object 104a. By way of example, controller input <NUM> 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 <NUM> can be processed from a microphone <NUM> of the HMD <NUM>, or from a microphone included in the image capture device <NUM> or elsewhere in the local environment. The motion input <NUM> can be processed from a motion sensor <NUM> included in the HMD <NUM>, or from image capture device <NUM> as it captures images of the HMD <NUM>. The game engine <NUM> 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 <NUM> 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 <NUM> is defined to render a video stream for presentation on the HMD <NUM>. The video stream may be presented by a display/projector mechanism <NUM>, and viewed through optics <NUM> by the eye <NUM> of the user. An audio rendering module <NUM> is configured to render an audio stream for listening by the user. In one embodiment, the audio stream is output through a speaker <NUM> associated with the HMD <NUM>. It should be appreciated that speaker <NUM> 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 <NUM> is included in the HMD <NUM> to enable tracking of the gaze of the user. The gaze tracking camera captures images of the user'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'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 <NUM>, when considered alone, provides for a gaze direction of the user relative to the HMD <NUM>. However, when considered in combination with the tracked location and orientation of the HMD <NUM>, a real-world gaze direction of the user can be determined, as the location and orientation of the HMD <NUM> is synonymous with the location and orientation of the user's head. That is, the real-world gaze direction of the user can be determined from tracking the positional movements of the user's eyes and tracking the location and orientation of the HMD <NUM>. When a view of a virtual environment is rendered on the HMD <NUM>, 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 <NUM> is configured to provide signals to tactile feedback hardware included in either the HMD <NUM> or another device operated by the user, such as a controller <NUM>. The tactile feedback may take the form of various kinds of tactile sensations, such as vibration feedback, temperature feedback, pressure feedback, etc..

At present, streaming services for sharing game replays are very popular. The DualShock®<NUM> wireless controller includes a "share button" directly on the controller to enable such sharing. Implementations of the present disclosure improve sharing replays for people who wish to explore the replays using an HMD/VR headset. Implementations of the present disclosure provide for rendering of a game replay with a very wide field of view to allow the spectator to move his head freely using an HMD and view the replay from novel vantage points. The traditional streaming approach would limit the replay to only what the original player viewed, so that the view direction would be independent of the spectator's head position and orientation, and if the spectator using an HMD moved his head, nothing would change.

Implementations of the disclosure provide for the rendering of videos in a wide enough field of view to support novel viewpoints in an HMD. A custom build of a game engine that runs on a cloud server (e.g. on console gaming hardware, e.g. PlayStation®<NUM> hardware, in the cloud), that accepts as input game state streamed from the original player's game engine and uses it to render an extremely wide field of view (e.g. <NUM> degree plus) view of the game, that can then be used for real-time streaming and/or pre-recorded playback of that game session. It will be appreciated that the extremely wide field of view is in excess of the HMD's field of view, allowing for the spectator wearing the HMD to look around in the replay. The actual game is configured to stream its state to the networked version of the engine.

As described above, there is a need to provide users the ability to spectate, e.g., watch the interactive activity being experienced by users wearing HMDs <NUM>. For example, one HMD virtual reality player may be immersed in the activity presented in the HMD, while other persons may be co-located with the player. These other co-located players 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 resented on the HMD, or can be playing a game presented on the HMD. As such, reference to the player, is only made with reference to the user that is wearing the HMD, irrespective of the type of content being presented on the HMD.

In still other embodiments, other persons that are not co-located with the HMD player may wish to view the content, interactivity, or media being presented in the HMD of the HMD player. For instance, a website may be provided to present users with the ability to select from different HMD players, so as to watch and spectate while the HMD player performs his or her activities. This example is similar to standard Twitch-type experiences, which allow users connected to the Internet to access the website and search for different types of content or media being played by remote players. The remote players may, in some embodiments, be playing games using an HMD <NUM>.

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 HMD 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 HMD player. The remote viewer wishing to view the activity by the HMD player, can simply click on that content and begin watching.

With reference to <FIG>, a diagram illustrating components of a head-mounted display <NUM> is shown, in accordance with an embodiment of the disclosure. The head-mounted display <NUM> includes a processor <NUM> for executing program instructions. A memory <NUM> is provided for storage purposes, and may include both volatile and non-volatile memory. A display <NUM> is included which provides a visual interface that a user may view. A battery <NUM> is provided as a power source for the head-mounted display <NUM>. A motion detection module <NUM> may include any of various kinds of motion sensitive hardware, such as a magnetometer <NUM>, an accelerometer <NUM>, and a gyroscope <NUM>.

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 <NUM> 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 <NUM> 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 ±<NUM> 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 <NUM> is used together with magnetometer <NUM> to obtain the inclination and azimuth of the head-mounted display <NUM>.

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 <NUM> 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 <NUM> is provided for capturing images and image streams of a real environment. More than one camera may be included in the head-mounted display <NUM>, including a camera that is rear-facing (directed away from a user when the user is viewing the display of the head-mounted display <NUM>), and a camera that is front-facing (directed towards the user when the user is viewing the display of the head-mounted display <NUM>). Additionally, a depth camera <NUM> may be included in the head-mounted display <NUM> for sensing depth information of objects in a real environment.

The head-mounted display <NUM> includes speakers <NUM> for providing audio output. Also, a microphone <NUM> 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 <NUM> includes tactile feedback module <NUM> for providing tactile feedback to the user. In one embodiment, the tactile feedback module <NUM> is capable of causing movement and/or vibration of the head-mounted display <NUM> so as to provide tactile feedback to the user.

LEDs <NUM> are provided as visual indicators of statuses of the head-mounted display <NUM>. For example, an LED may indicate battery level, power on, etc. A card reader <NUM> is provided to enable the head-mounted display <NUM> to read and write information to and from a memory card. A USB interface <NUM> 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 <NUM>, any of various kinds of interfaces may be included to enable greater connectivity of the head-mounted display <NUM>.

A WiFi module <NUM> is included for enabling connection to the Internet or a local area network via wireless networking technologies. Also, the head-mounted display <NUM> includes a Bluetooth module <NUM> for enabling wireless connection to other devices. In one embodiment, the HMD <NUM> can also include nose sensors <NUM>. The nose sensors can be defined by one or more proximity sensors, which can include one or more of optical sensors, cameras, camera sensors, infrared (IR) sensors, ultrasonic sensors, depth sensors, three-dimensional imaging sensors, point-distance capturing sensors, RGB cameras, multiple point cameras, color sensing cameras, or combinations of two or more thereof. The face sensors <NUM>, for example, can include imaging cameras, motion detection cameras, image sensing cameras, ultrasonic sensors, depth sensors, three-dimensional imaging sensors, infrared sensors, ultrasonic imagers, or combinations thereof, or similar or additional cameras that may be also utilized or used in conjunction with the nose sensors <NUM>. In some embodiments, the face sensors <NUM> can also include cameras that are exterior to the HMD <NUM>, such as those that may be facing the user's mouth, chin, jawline, or the like.

A communications link <NUM> may also be included for connection to other devices. In one embodiment, the communications link <NUM> utilizes infrared transmission for wireless communication. In other embodiments, the communications link <NUM> may utilize any of various wireless or wired transmission protocols for communication with other devices.

Input buttons/sensors <NUM> 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 <NUM> may be included in head-mounted display <NUM> for facilitating communication with other devices via ultra-sonic technologies.

Bio-sensors <NUM> are included to enable detection of physiological data from a user. In one embodiment, the bio-sensors <NUM> include one or more dry electrodes for detecting bio-electric signals of the user through the user's skin.

A video input <NUM> 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 <NUM> have been described as merely exemplary components that may be included in head-mounted display <NUM>. In various embodiments of the disclosure, the head-mounted display <NUM> may or may not include some of the various aforementioned components. Embodiments of the head-mounted display <NUM> 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> is a block diagram of a Game System <NUM>, according to various embodiments of the disclosure. Game System <NUM> is configured to provide a video stream to one or more Clients <NUM> via a Network <NUM>. Game System <NUM> typically includes a Video Server System <NUM> and an optional game server <NUM>. Video Server System <NUM> is configured to provide the video stream to the one or more Clients <NUM> with a minimal quality of service. For example, Video Server System <NUM> may receive a game command that changes the state of or a point of view within a video game, and provide Clients <NUM> with an updated video stream reflecting this change in state with minimal lag time. The Video Server System <NUM> 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 <NUM> frames per second, <NUM> frames per second, and <NUM> frames per second. Although higher or lower frame rates are included in alternative embodiments of the disclosure.

Clients <NUM>, referred to herein individually as 1010A. , 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 <NUM> 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 <NUM> or on a separate device such as a monitor or television. Clients <NUM> 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's point of view. Clients <NUM> are optionally geographically dispersed. The number of clients included in Game System <NUM> 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 <NUM> to deliver a game viewed through the HMD. In one embodiment, the game console receives the video stream from the video server system <NUM>, and the game console forwards the video stream, or updates to the video stream, to the HMD for rendering.

Clients <NUM> are configured to receive video streams via Network <NUM>. Network <NUM> 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 <NUM> 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 <NUM> 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 <NUM> 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 <NUM> is configured to perform further rendering, shading, conversion to <NUM>-D, or like operations on the video stream. A member of Clients <NUM> is optionally configured to receive more than one audio or video stream. Input devices of Clients <NUM> 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 <NUM> is generated and provided by Video Server System <NUM>. 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 <NUM> 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 <NUM>. The received game commands are communicated from Clients <NUM> via Network <NUM> to Video Server System <NUM> and/or Game Server <NUM>. For example, in some embodiments, the game commands are communicated to Game Server <NUM> via Video Server System <NUM>. In some embodiments, separate copies of the game commands are communicated from Clients <NUM> to Game Server <NUM> and Video Server System <NUM>. The communication of game commands is optionally dependent on the identity of the command. Game commands are optionally communicated from Client 1010A through a different route or communication channel that that used to provide audio or video streams to Client 1010A.

Game Server <NUM> is optionally operated by a different entity than Video Server System <NUM>. For example, Game Server <NUM> may be operated by the publisher of a multiplayer game. In this example, Video Server System <NUM> is optionally viewed as a client by Game Server <NUM> and optionally configured to appear from the point of view of Game Server <NUM> to be a prior art client executing a prior art game engine. Communication between Video Server System <NUM> and Game Server <NUM> optionally occurs via Network <NUM>. As such, Game Server <NUM> can be a prior art multiplayer game server that sends game state information to multiple clients, one of which is game server system <NUM>. Video Server System <NUM> may be configured to communicate with multiple instances of Game Server <NUM> at the same time. For example, Video Server System <NUM> 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 <NUM> and/or published by different entities. In some embodiments, several geographically distributed instances of Video Server System <NUM> are configured to provide game video to a plurality of different users. Each of these instances of Video Server System <NUM> may be in communication with the same instance of Game Server <NUM>. Communication between Video Server System <NUM> and one or more Game Server <NUM> optionally occurs via a dedicated communication channel. For example, Video Server System <NUM> may be connected to Game Server <NUM> via a high bandwidth channel that is dedicated to communication between these two systems.

Video Server System <NUM> comprises at least a Video Source <NUM>, an I/O Device <NUM>, a Processor <NUM>, and non-transitory Storage <NUM>. Video Server System <NUM> 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 <NUM> 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 <NUM> 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 <NUM>. Game Server <NUM> 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 <NUM> to Video Source <NUM>, wherein a copy of the game state is stored and rendering is performed. Game Server <NUM> may receive game commands directly from Clients <NUM> via Network <NUM>, and/or may receive game commands via Video Server System <NUM>.

Video Source <NUM> typically includes rendering logic, e.g., hardware, firmware, and/or software stored on a computer readable medium such as Storage <NUM>. 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 <NUM>. For example, the raw video may be encoded according to an Adobe Flash® standard,. <NUM>, On2, VP6, VC-<NUM>, WMA, Huffyuv, Lagarith, MPG-x. FFmpeg, x264, VP6-<NUM>, 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 <NUM> x <NUM>, <NUM> x <NUM> (e.g., 720p), <NUM> x <NUM>, 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. <NUM> 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 <NUM> 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 <NUM> may also include storage devices configured to store previously recorded video to be included in a video stream. Video Source <NUM> 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 <NUM> 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 1010A 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's voice is overlaid on an audio stream. Video Source <NUM> optionally further includes one or more audio sources.

In embodiments wherein Video Server System <NUM> 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 <NUM> is optionally configured to provide a separate video stream for each player based on their point of view. Further, Video Source <NUM> may be configured to provide a different frame size, frame data size, and/or encoding to each of Client <NUM>. Video Source <NUM> is optionally configured to provide <NUM>-D video.

I/O Device <NUM> is configured for Video Server System <NUM> 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 <NUM> typically includes communication hardware such as a network card or modem. I/O Device <NUM> is configured to communicate with Game Server <NUM>, Network <NUM>, and/or Clients <NUM>.

Processor <NUM> is configured to execute logic, e.g. software, included within the various components of Video Server System <NUM> discussed herein. For example, Processor <NUM> may be programmed with software instructions in order to perform the functions of Video Source <NUM>, Game Server <NUM>, and/or a Client Qualifier <NUM>. Video Server System <NUM> optionally includes more than one instance of Processor <NUM>. Processor <NUM> may also be programmed with software instructions in order to execute commands received by Video Server System <NUM>, or to coordinate the operation of the various elements of Game System <NUM> discussed herein. Processor <NUM> may include one or more hardware device. Processor <NUM> is an electronic processor.

Storage <NUM> includes non-transitory analog and/or digital storage devices. For example, Storage <NUM> may include an analog storage device configured to store video frames. Storage <NUM> may include a computer readable digital storage, e.g. a hard drive, an optical drive, or solid state storage. Storage <NUM> 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 <NUM> is optionally distributed among a plurality of devices. In some embodiments, Storage <NUM> is configured to store the software components of Video Source <NUM> discussed elsewhere herein. These components may be stored in a format ready to be provisioned when needed.

Video Server System <NUM> optionally further comprises Client Qualifier <NUM>. Client Qualifier <NUM> is configured for remotely determining the capabilities of a client, such as Clients 1010A or 1010B. These capabilities can include both the capabilities of Client 1010A itself as well as the capabilities of one or more communication channels between Client 1010A and Video Server System <NUM>. For example, Client Qualifier <NUM> may be configured to test a communication channel through Network <NUM>.

Client Qualifier <NUM> can determine (e.g., discover) the capabilities of Client 1010A manually or automatically. Manual determination includes communicating with a user of Client 1010A and asking the user to provide capabilities. For example, in some embodiments, Client Qualifier <NUM> is configured to display images, text, and/or the like within a browser of Client 1010A. In one embodiment, Client 1010A is an HMD that includes a browser. In another embodiment, client 1010A 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 1010A. The information entered by the user is communicated back to Client Qualifier <NUM>.

Automatic determination may occur, for example, by execution of an agent on Client 1010A and/or by sending test video to Client 1010A. 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 <NUM>. In various embodiments, the agent can find out processing power of Client 1010A, decoding and display capabilities of Client 1010A, lag time reliability and bandwidth of communication channels between Client 1010A and Video Server System <NUM>, a display type of Client 1010A, firewalls present on Client 1010A, hardware of Client 1010A, software executing on Client 1010A, registry entries within Client 1010A, and/or the like.

Client Qualifier <NUM> includes hardware, firmware, and/or software stored on a computer readable medium. Client Qualifier <NUM> is optionally disposed on a computing device separate from one or more other elements of Video Server System <NUM>. For example, in some embodiments, Client Qualifier <NUM> is configured to determine the characteristics of communication channels between Clients <NUM> and more than one instance of Video Server System <NUM>. In these embodiments the information discovered by Client Qualifier can be used to determine which instance of Video Server System <NUM> is best suited for delivery of streaming video to one of Clients <NUM>.

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.

Claim 1:
A method for providing guidance to a user wearing a head mounted display, comprising,
tracking the user wearing the HMD in a real-world space;
identifying the real-world space and a safe zone within the real-world space for interacting with a virtual reality space via the HMD;
detecting movements of the user in the real-world space;
integrating content into the virtual reality space to guide the user to stay in the safe zone of the real-world space;
pausing presentation of the virtual reality space in the HMD while the HMD user is determined to be outside of the safe zone; and
providing guided instructions to the HMD user via the HMD for moving back into the safe zone of the real-world space, or providing a map and instructions to the HMD user via the HMD for moving back into the safe zone of the real-world space, wherein the guided instructions, and the map and instructions, are indicative of a position of at least one real-world object relative to the user.