Patent Description:
Amusement parks or theme parks may include various entertainment attractions in providing enjoyment to guests (e.g., families and/or people of all ages) of the amusement parks. Traditionally, the attractions may include themed environments that may be established using equipment, furniture, building layouts, props, decorations, and so forth. Depending on the complexity of the themed environments, this could prove to be very difficult and time-consuming to setup and replace the themed environment. In addition, it may be very difficult to setup a themed environment that is entertaining for all guests. Indeed, the same themed environment may be appealing to some guests, but not others. Therefore, it is now recognized that it is desirable to include attractions where it may be possible to change attraction themes, or to include or remove certain themed features in such attractions in a flexible and efficient manner relative to traditional techniques. It is also now recognized that it may be desirable to enhance the immersive experience of guests for such attractions, and to provide a more personalized or customized experience for guests. <CIT> discloses a tower viewer equipped with cameras which detects its current position and uses it to show an augmented view of landscapes and touristic points of interest. Its user interface allows zooming, for which a predictive model is implemented to compensate for video camera zoom lag. Further background art includes <CIT>, which discloses a tower viewer with augmented reality application, allowing Pan, Tilt, and Zoom.

The invention is defined by the appended set of claims, which provided for a mixed reality viewing system according to claim <NUM>, and a method according to claim <NUM>. The dependent claims define preferred embodiments of the invention.

Features, aspects, and advantages of the present disclosure will become better understood when the following detailed description is read with reference to the accompanying drawings in which like characters represent like parts throughout the drawings, wherein:.

Present embodiments relate to systems and methods of providing an augmented reality (AR) experience, a virtual reality (VR) experience, a mixed reality (e.g., a combination of AR and VR) experience, or a combination thereof, as part of an attraction in an amusement park or a theme park. In particular, an AR and/or VR (AR/VR) system may include one or more viewers to provide AR/VR experiences to guests of the amusement park. For example, guests may peer a scenery through a viewer, and the viewer may facilitate an AR experience, a VR experience, or a combination of both experiences. In one embodiment, the viewer may be a fixed-positioned viewer (e.g., a viewer similar to a binocular, a view finder, or a telescope, fixed to a steady platform or the ground). Thus, the viewer may be referred to as a fixed-position AR/VR viewer. The fixed-position AR/VR viewer may include at least one camera that may be used to capture real-time image data (e.g., pictures and/or video captured during live use and transmitted in substantially real-time) of the real-world environment (e.g., aspects of the physical amusement park). The fixed-position AR/VR viewer may include a display. For example, the fixed-position AR/VR viewer may include at least two displays respectively corresponding to each eye of a user using the fixed-position AR/VR viewer. The fixed-position AR/VR viewer may be designed to rotate and tilt such that a user is able to change the angle of view, to look around a scene, and so forth.

The AR/VR system may include a computer graphics generation system that receives real-time image data (e.g., pictures and/or video captured during live use and transmitted in substantially real-time) from the fixed-position AR/VR, and may render a video stream of the real-world environment along with various AR, VR, or combined AR and VR (AR/VR) graphical images to the display of the fixed-position AR/VR viewer. In one embodiment, the fixed-position AR/VR viewer may be operable to zoom-in or zoom-out on certain areas in the AR/VR environments and transition between the AR and VR environments. In particular, the user may zoom-in on an area (e.g., a feature, an object) in an AR environment, and as the user continues to zoom-in, the video stream transitions to a VR environment. In one embodiment, the fixed-position AR/VR viewer may be operated by the user via a user interface (e.g., one or more push buttons, joysticks) of the fixed-position AR/VR viewer to engage or interact with features or objects in the AR/VR environments (e.g., grabbing, selecting, targeting, and/or moving objects). Further, certain embodiments of the AR/VR system may provide similar experiences for multiple users, for example using a series of networked fixed-position AR/VR viewers.

While present embodiments may be implemented in a variety of settings, an example amusement park <NUM> having features of the present disclosure is depicted in <FIG>. As illustrated, the amusement park <NUM> includes a themed attraction <NUM>. The themed attraction <NUM> may include physical structures <NUM> including fixed equipment, building layouts, props, decorations, and so forth, corresponding to the theme. In the illustrated example, the themed attraction <NUM> is decorated as a farm/barn house. The themed attraction <NUM> may include an AR/VR system <NUM> including one or more fixed-position AR/VR viewers <NUM> to create more immersive, personalized, and/or interactive experiences for guests of the amusement park <NUM>. In particular, guests or users may look around the themed attraction <NUM> through the fixed-position AR/VR viewers <NUM> for enhanced viewing experiences. The fixed-position AR/VR viewer <NUM> may be fixed to a steady platform or ground <NUM>, and a user <NUM> may approach the fixed-position AR/VR viewer <NUM> and look around the themed attraction <NUM> using the fixed-position AR/VR viewer <NUM>.

The fixed-position AR/VR viewer <NUM> may have functions that a typical binocular or view finder may have. For example, the fixed-position AR/VR viewer <NUM> may be rotated or tilted by the user <NUM> to view different areas of the themed attraction <NUM>. For example, the fixed-position AR/VR viewer <NUM> may have zooming effects such that the user <NUM> may zoom-in or zoom-out on areas of the themed attraction <NUM>. In addition, the fixed-position AR/VR viewer <NUM> may facilitate an AR experience, a VR experience, or a combination of both experiences. In particular, the fixed-position AR/VR viewer <NUM> may render an AR/VR environment <NUM> on a display <NUM>, and the AR/VR environment <NUM> may include AR/VR graphics <NUM>. In the illustrated example, a guest looking at the themed attraction <NUM>, without using the fixed-position AR/VR viewer <NUM>, may only see a barn house <NUM>. However, the user <NUM> using the fixed-position AR/VR viewer <NUM>, may see the barn house <NUM> as well as the AR/VR graphics <NUM>, such as two horses <NUM> in front of the barn house <NUM>.

A perspective view of an embodiment of the fixed-position AR/VR viewer <NUM> is shown in <FIG>. As shown, the fixed-position AR/VR viewer <NUM> may be fixed to the steady platform or ground <NUM>. The fixed-position AR/VR viewer <NUM> may include a viewer portion <NUM> that includes the display <NUM>, and a fixture portion <NUM> that secures the fixed-position AR/VR viewer <NUM> to the steady platform or ground <NUM>. The user <NUM> may stand in a viewing area <NUM> to look into the display <NUM> of the fixed-position AR/VR viewer <NUM>. The display <NUM> may include one or more than one displays (e.g., two displays <NUM> respectively corresponding to each eye of the user <NUM>). The displays <NUM> may have any suitable shapes, such as circle, square, rectangle, oval, etc. The displays <NUM> may have a characteristic dimension <NUM>. In some embodiments, the display <NUM> may be configured in a way that guests near the user <NUM> may also see what is being presented to the user <NUM>. For example, the characteristic dimension <NUM> of the displays <NUM> are sufficiently large such that guests behind and/or adjacent to the user <NUM> may see what is being shown on the displays <NUM>.

The fixed-position AR/VR viewer <NUM> has an angle of view <NUM>. In one embodiment, the user <NUM> may change the angle of view <NUM> by rotating or tilting the viewer portion <NUM> along rotational directions <NUM> (e.g., substantially parallel to the steady platform or ground <NUM>), along rotational directions <NUM> (e.g., substantially parallel to the rotational directions <NUM>), or a combination thereof. In one embodiment, the user <NUM> may also change the angle of view <NUM> by raising or lowering the viewer portion <NUM> along directions <NUM> (e.g., directions normal to the steady platform or ground <NUM>). As may be appreciated, the fixed-position AR/VR viewer <NUM> may include other hardware and/or software components as will be discussed in <FIG>.

<FIG> is a block diagram of various components of the AR/VR system <NUM>. In the illustrated embodiment, the AR/VR system <NUM> includes the one or more fixed-position AR/VR viewers <NUM> communicatively and operatively coupled to a computer graphics generation system <NUM> (e.g., within the amusement park <NUM>) via a communication network <NUM>. The communication network <NUM> may include wireless local area networks, wireless wide area networks, near field communication, and/or a wired network via Ethernet cables, fibers, etc. The one or more fixed-position AR/VR viewers <NUM> may transmit signals or data to and receive signals or data from the computer graphics generation system <NUM> to create the AR/VR environment <NUM> (e.g., the AR/VR graphics <NUM> and/or sound effects presented via the one or more fixed-position AR/VR viewers <NUM>). The computer graphics generation system <NUM> may be communicatively coupled to a data server <NUM> via the communication network <NUM>. The data server <NUM> may be a remote or onsite data server that may store and/or process user information of the users <NUM>. The user information may include any suitable information provided by or authorized by the users <NUM>, such as payment information, membership information, personal information (e.g., age, height, special needs, etc.), gaming information (e.g., information about the video game associated with the themed attraction <NUM>, information about a particular character the user <NUM> is associated with in the video game, information about game history of the user <NUM>), and so forth.

As illustrated in <FIG>, the fixed-position AR/VR viewer <NUM> may include sensors <NUM>, a user interface <NUM>, presentation devices <NUM>, and a data encoder <NUM> communicatively coupled to the sensors <NUM> and user interface <NUM>. The data encoder <NUM> may receive and/or process (e.g., encode) data or signals provided by the sensors <NUM> and the user interface <NUM>. For example, the encoder <NUM> may be implemented as one or more processors that may follow specific algorithms to collect streamable data provided by the sensors <NUM> and the user interface <NUM>, and generate encoded data. The encoder <NUM> may be communicatively coupled to the computer graphics generation system <NUM>, e.g., via the communication network <NUM>, to stream the encoded data (corresponding to data and signals from the sensors <NUM> and the user interface <NUM>) to the computer graphics generation system <NUM>. The encoder <NUM> may stream the encoded data to the computer graphic generation system <NUM> in substantially real-time and/or upon receiving instructions from the computer graphics generation system <NUM>.

The sensors <NUM> may include one or more cameras <NUM>, one or more orientation and position sensors <NUM> (e.g., accelerometers, magnetometers, gyroscopes, Global Positioning System (GPS) receivers, one or more multi-degree-of-freedom (MDOF) inertial measurement units (IMUs), and so forth), one or more light sensors <NUM>, one or more presence sensors <NUM> (e.g., motion sensors, ultrasound sensors, reflectance sensors, break-beam sensor, and so forth), and one or more antennas <NUM>.

The one or more cameras <NUM> may capture real-world images (e.g., images and/or real-time video data of the real-world environment, such as the themed attraction <NUM>) during live use of the user <NUM>. The one or more cameras <NUM> may transmit the captured real-world images in substantially real-time. In one embodiment, the fixed-position AR/VR viewer <NUM> may include at least two cameras <NUM>, which may respectively correspond to the respective points of view (e.g., right and left eye views) of the user <NUM>. In one embodiment, the one or more cameras <NUM> may be high resolution and/or high speed cameras. For example, the one or more cameras <NUM> may be <NUM>-resolution digital high speed cameras (e.g., frame-rate exceeding about sixty frames per second and horizontal resolution in the order of <NUM>,<NUM> pixels). Since the one or more cameras <NUM> (e.g., the one or more cameras <NUM> are disposed on the fixed-position AR/VR viewer <NUM>) have high-speed and high resolution capabilities, the captured real-world images may have high resolution and high three-dimensional (3D) depth, which may aid generation of AR/VR graphics with high levels of realism. The one or more orientation and position sensors <NUM> may capture data indicative of the angle of view <NUM> of the fixed-position AR/VR viewer <NUM>. The one or more light sensors <NUM> may be any suitable light sensors for detecting the ambient light level (e.g., how bright/dark it is).

The one or more presence sensors <NUM> may capture data indicative of presence of an object (e.g., a real-world object, a person) that may block or come into the angle of view <NUM> of the fixed-position AR/VR viewer <NUM>. The one or more presence sensors <NUM> may capture data indicative of presence of the user <NUM>. In one embodiment, the fixed-position AR/VR viewer <NUM> may be activated (e.g., via the processor <NUM>) and deactivated based on the data captured by the one or more presence sensors <NUM>. For example, the fixed-position AR/VR viewer <NUM> may be deactivated to a sleep or standby mode if the fixed-position AR/VR viewer <NUM> is not in use (e.g., the presence of the user <NUM> is not detected), and the fixed-position AR/VR viewer <NUM> may be activated from the sleep or standby mode in response to detecting the presence of the user <NUM>. In one embodiment, the one or more presence sensors <NUM> may be disposed on a guest side (guests next to the user <NUM>) and communicatively coupled (e.g., via wired or wireless connection) to the fixed-position AR/VR viewer <NUM>. The one or more antennas <NUM> may be radio-frequency identification (RFID) antennas <NUM> used to identify the user <NUM>.

The user interface <NUM> (e.g., a game control) may include any suitable input devices (e.g., push buttons, joysticks, spinners, knobs) to enable the user <NUM> to provide instructions relating to the operation of the fixed-position AR/VR viewer <NUM>. For example, the user interface <NUM> may include a zoom control <NUM> (e.g., a spinner, a knob) configured to enable the user <NUM> to zoom-in and zoom-out on features (e.g., real-word features, the AR/VR graphic <NUM>) shown on the display <NUM>. The user interface <NUM> may also include push buttons <NUM> that may be configured to enable different actions and/or effects to be applied in the AR/VR environment <NUM>. For example, the push buttons <NUM> may enable the user <NUM> to control a character or an object of the AR/VR graphics <NUM> to move in different directions (e.g., up, down, left, right) in the AR/VR environment <NUM>. For example, the push buttons <NUM> may enable the user <NUM> to make selections or grab/release objects of the AR/VR graphics <NUM> in the AR/VR environment <NUM>. In certain embodiments, data captured by the one or more orientation and position sensors <NUM> and/or usage of the user interface <NUM> may be used for analyzing which attraction features (e.g., real-world objects, AR/VR graphics <NUM>) the user <NUM> spends the most time looking and/or interacting.

The presentation devices <NUM> may be communicatively and operatively coupled to the computer graphics generation system <NUM>, via the communication network <NUM>, to receive signals or data corresponding to presentation content, and display the presentation content (e.g., AR/VR graphical images or video streams, the AR/VR graphics <NUM>) to create the AR/VR environment <NUM>. The presentation devices <NUM> may include the display <NUM> and an audio transducer <NUM> (e.g., a speaker). As set forth above, the display <NUM> may include one or more displays <NUM>, for example two displays <NUM> respectively corresponding to each eye of the user <NUM> using the fixed-position AR/VR viewer <NUM>. The display <NUM> may also be configured such that guests next to the user <NUM> may also see what is shown to the user <NUM> on the display <NUM>. In one embodiment, the display <NUM> may be a <NUM>-resolution display (e.g., horizontal resolution in the order of <NUM>,<NUM> pixels). The audio transducer <NUM> may include any suitable devices, such as one or more speakers, to present sound effects.

To support the creation of the AR/VR environment <NUM>, the computer graphics generation system <NUM> may include processing circuitry, such as a processor <NUM> and a memory <NUM>. The processor <NUM> may be operatively coupled to the memory <NUM> to execute instructions for carrying out the presently disclosed techniques of generating the captured real-world images merged with the AR/VR graphics <NUM> to enhance the AR/VR experience of the user <NUM>. These instructions may be encoded in programs or code stored in a tangible non-transitory computer-readable medium, such as the memory <NUM> and/or other storage. The processor <NUM> may be a general-purpose processor, system-on-chip (SoC) device, an application-specific integrated circuit (ASIC), or some other similar processor configuration.

The computer graphics generation system <NUM> may include any suitable hardware, software (e.g., a game engine), and algorithms, enabling a suitable AR/VR platform. For example, the computer graphics generation system <NUM> may store in the memory <NUM> or access in the data server <NUM> a model (e.g., a three-dimensional model with spatial information, a computer-aided design (CAD) file) of the themed attraction <NUM> and position of the fixed-position AR/VR viewer <NUM>. In particular, the model may include position information of the fixed-position AR/VR viewer <NUM> relative to the real world surrounding environment (e.g., the themed attraction <NUM>). The model is used, together with other inputs from the data encoder <NUM> (e.g., encoded data from the sensors <NUM> and the user interface <NUM> of the fixed-position AR/VR viewer <NUM>) to provide signals to the presentation devices <NUM>. In particular, the computer graphics generation system <NUM> is dynamically updated as the user <NUM> operates the fixed-position AR/VR viewer <NUM> (e.g., changing the angle of view <NUM>, zooming in and out, engaging the push buttons <NUM>) to generate and render the AR/VR graphics <NUM> superimposed on the captured real-world images to create the AR/VR environment <NUM>.

As may be appreciated, because the themed attraction <NUM> and position of the fixed-position AR/VR viewer <NUM> are modeled and the model (e.g., three-dimensional model with spatial information, computer-aided design (CAD) file) is stored in or accessible by the computer graphics generation system <NUM>, the computer graphics generation system <NUM> may only need to determine the angle of view <NUM> of the fixed-position AR/VR viewer <NUM> to determine where the user <NUM> is looking and determine suitable superposition of the AR/VR graphics and the captured real-world images. Accordingly, the computer graphics generation system <NUM> may more efficiently (e.g., using less computing power) combine the AR/VR graphics <NUM> and the captured real-world images to generate the AR/VR environment <NUM>. In particular, the computer graphics generation system <NUM> may efficiently generate and superimpose the AR/VR graphics <NUM> onto the captured real-world images such that the AR/VR graphics <NUM> and real-world images are aligned with high levels of realism to enable the AR/VR graphics <NUM> to behave how they would under normal conditions. For example, if the AR/VR graphics <NUM> should be fully or partially occluded by any real-world objects (e.g., the physical structure <NUM>, guests, buildings, objects in the real world) according to the angle of view <NUM> of the fixed-position AR/VR viewer <NUM>, the computer graphics generation system <NUM> may generate fully or partially transparent AR/VR graphics <NUM>. For example, the computer graphics generation system <NUM> may generate the AR/VR graphics <NUM> to overlay a real-world object so that the real-world object appears to no longer be present or deleted (e.g., the real-world object is fully or partially occluded with the AR/VR graphics <NUM>).

Furthermore, because the AR/VR graphics <NUM> are generated and overlaid on the captured real-world images in substantially real-time as the real-world images are captured, the realism of the AR/VR graphics <NUM> may be enhanced. For example, as the user <NUM> zooms in via the zoom control <NUM> in the AR/VR environment <NUM>, the computer graphics generation system <NUM> generates or updates the AR/VR graphics <NUM> based on the optically zoomed-in images captured by the one or more cameras <NUM> in substantially real time, such that the AR/VR graphics <NUM> seem more realistic (as compared to AR/VR graphics <NUM> generated based on digitally zoomed-in real-world images). In certain embodiments, the AR/VR graphics <NUM> may also be generated to prompt the user <NUM> to select certain game options (e.g., selecting a character, selecting team members, selecting tools/utilities corresponding to a game in the AR/VR environment <NUM>) or to provide the user <NUM> with game hints (e.g., hints of where to explore, which elements to collect, etc.). The computer graphics generation system <NUM> may also generate and render sound effects, via the audio transducer <NUM>, to enhance the user's experience in the AR/VR environment <NUM>.

In one embodiment, the computer graphics generation system <NUM> may generate the AR/VR environment <NUM> based on information relating to the user <NUM> (e.g., transmitted via the one or more antennas <NUM> and/or stored on the data server <NUM>). For example, the computer graphics generation system <NUM> may display certain characters, tools/utilities, and/or game scenarios in the AR/VR environment <NUM> according to the user's play history, game status, membership status, etc. In one embodiment, the computer graphics generation system <NUM> may generate and render the AR/VR graphics <NUM> based on the user input (e.g., based on signals from the zoom control <NUM> and/or the push buttons <NUM>). For example, the computer graphics generation system <NUM> may display zoomed-in or zoomed-out images in the AR/VR environment <NUM> according to the degree of zooming effect applied by the user <NUM> via the zoom control <NUM>. In one example, the computer graphics generation system <NUM> may display AR/VR graphics <NUM> to reflect game operations applied by the user <NUM> via the push buttons <NUM>. For example, the AR/VR graphics <NUM> may show an object being moved or grabbed in response to the push buttons <NUM> being applied by the user <NUM>, corresponding to a move or grab function. As may be appreciated, the zoom control <NUM> and the push buttons <NUM> may function as a game control or joystick.

To enhance the realism of the generated environment, in certain embodiments, the computer graphics generation system <NUM> may generate the AR/VR graphics <NUM> based on the real-world physical environment (e.g., lighting information detected via the one or more light sensors <NUM>, information detected via the one or more presence sensors <NUM>). For example, based on the data collected by the one or more light sensors <NUM>, the computer graphics generation system <NUM> may determine that the real-world physical environment is dark (e.g., at night). In response to this determination, the computer graphics generation system <NUM> may decrease the brightness of the generated AR/VR graphics <NUM>, such that the AR/VR environment <NUM> is presented to the user <NUM> with suitable brightness. For example, based on the data collected by the one or more light sensors <NUM>, the computer graphics generation system <NUM> may determine that the real-world physical environment is too dark. In response to this determination, the computer graphics generation system <NUM> may increase the brightness of the captured real-world images before combining with the AR/VR graphics <NUM>, such that the AR/VR environment <NUM> is presented to the user <NUM> with suitable brightness. For example, the computer graphics generation system <NUM> may process the encoded data from the one or more presence sensors <NUM> and determine that the angle of view <NUM> of the fixed-position AR/VR viewer <NUM> may be blocked or limited (e.g., blocked by a real-world object, a person). In response to a determination that the angle of view <NUM> may be blocked or limited, the computer graphics generation system <NUM> may temporarily stop using the captured real-world images from the one or more cameras <NUM> for generating the AR/VR graphics <NUM>, and instead the previously acquired real-world images from the one or more cameras <NUM> may be used.

In certain embodiments, to enhance the realism of the generated environment, the computer graphics generation system <NUM> may generate AR graphics (e.g., AR/VR graphics <NUM>) including real-time digital shadows. The computer graphics generation system <NUM> may generate real-time digital shadows for the digital objects and AR objects, based on the respective angle of view <NUM> in relation to the real-world objects and the real-world lighting information (e.g., lighting information detected via the one or more light sensors <NUM>, information detected via the one or more presence sensors <NUM>, time of a day and/or day of a year indicated by an internal clock of a calendar of the computer graphics generation system <NUM>). For example, the digital shadows for the barn house <NUM> and the two horses <NUM> may be generated with suitable shapes and brightness that are determined based on incident angles of real-world light sources, such as the Sun and the real-world lighting elements, and based on whether the light is blocked by real-world objects or people, with respect to the perspective angle of view <NUM>.

Furthermore, the computer graphics generation system <NUM> may be communicatively and operatively coupled to one or more remote viewing devices <NUM> via the communication network <NUM>. The one or more remote viewing devices <NUM> may include any suitable displays (e.g., computers, video and/or audio displays, computers) disposed inside or remote from the amusement park <NUM>. The one or more remote viewing devices <NUM> may also be mobile devices (e.g., mobile phones, smartphones, and tablets) having an application portability profile or APP. The computer graphics generation system <NUM> may stream the generated AR/VR graphics <NUM> and/or sound effects to the one or more remote viewing devices <NUM>, such that users viewing the one or more remote viewing devices <NUM> may see the same AR/VR graphics <NUM> and/or hear the same sound effects as the user <NUM> of the fixed-position AR/VR viewer <NUM>.

Furthermore, the computer graphics generation system <NUM> may switch between an AR environment and a VR environment in the AR/VR environment <NUM> based on the user's operation of the zoom control <NUM>. <FIG> is a schematic illustrating an example transition between the AR and VR environments, in accordance with an aspect of the present disclosure. In the illustrated embodiment, the user <NUM> viewing the themed attraction <NUM> through the display <NUM> may see the AR/VR graphics <NUM> only including AR graphics <NUM>. The user <NUM> may operate the fixed-position AR/VR viewer <NUM> (e.g., via the zoom control <NUM>) to zoom-in on one of the AR features <NUM> (e.g., a horse) to see details of the AR feature <NUM>, as indicated in step <NUM>. The user <NUM> may zoom-in further as indicated in steps <NUM> and <NUM> to see more magnified views of the AR feature <NUM> with more details. As may be appreciated, the user <NUM> may operate the zoom control <NUM> in a reverse direction to zoom-out from the AR feature <NUM>. In another embodiment, the user <NUM> may operate the fixed-position AR/VR viewer <NUM> (e.g., via the zoom control <NUM>) to zoom-in on another of the AR features <NUM> (e.g., a door of a barn house) to see magnified details of the AR feature <NUM>, as indicated in step <NUM>. The user <NUM> may zoom-in further as indicated in step <NUM> to see a further magnified view of the AR feature <NUM>. As the user <NUM> continues to zoom-in as indicated at step <NUM> (e.g., zooming beyond a predetermined magnification threshold), the computer graphics generation system <NUM> may generate VR graphics <NUM>, such that the user's experience transitions from the AR experience to a VR experience. For example, in step <NUM>, the user's experience transitions into the VR environment, and the user <NUM> may enjoy the VR graphics <NUM> as if the user <NUM> is inside the barn house surrounded by barn animals. As may be appreciated, the user <NUM> may operate the zoom control <NUM> in a reverse direction to transition from the VR experience back to the AR experience, to zoom-out on the AR feature <NUM>, or to zoom-out on any VR features.

In one embodiment, the computer graphics generation system <NUM> may be communicatively and operatively coupled to multiple fixed-position AR/VR viewers <NUM> to enable multiple users <NUM> to engage in the same game and/or to see actions applied by other users <NUM>. <FIG> is a schematic illustrating an example of such connectivity/engagement between multiple fixed-position AR/VR viewers <NUM> in the AR/VR environment <NUM>, in accordance with an aspect of the present disclosure. In the illustrated example, the computer graphics generation system <NUM> is communicatively and operatively coupled to a first fixed-position AR/VR viewer <NUM> operated by a first user <NUM> and a second fixed-position AR/VR viewer <NUM> operated by a second user <NUM>. Both of the first and second users <NUM> and <NUM> may see the same AR/VR features <NUM> shown on the respective displays <NUM>, but from different perspectives. Furthermore, both of the first and second users <NUM> and <NUM> may see actions <NUM> (e.g., actions in the AR/VR environment <NUM>) applied by either of the first and second users <NUM> and <NUM> on the respective displays <NUM>. In the illustrated example, the first user <NUM> operates the first fixed-position AR/VR viewer <NUM> to execute the actions <NUM>, such as filling a water tank <NUM> for feeding barn animals <NUM>, as shown in an area <NUM>. For example, the first user <NUM> may adjust the respective angle of view <NUM> to aim at the water tank <NUM>, use the zoom control <NUM> to zoom-in or zoom-out on the water tank <NUM>, and push one of the push buttons <NUM> to begin filling the water tank <NUM>. Correspondingly, the second user <NUM>, from the respective display <NUM>, may see the action <NUM> (e.g., filling the water tank <NUM>) applied by the first user <NUM>. In one embodiment, the computer graphics generation system <NUM> may determine that the second user <NUM> is also viewing the area <NUM> (e.g., the respective angle of view <NUM> of the second fixed-position AR/VR viewer <NUM> overlaps a portion of the area <NUM>), and in response to this determination, the computer graphics generation system <NUM> may display the same AR/VR features <NUM> including the results of the actions <NUM> on the respective displays <NUM> of the first and second fixed-position AR/VR viewers <NUM> and <NUM>. In another embodiment, the computer graphics generation system <NUM> may determine that the second user <NUM> is engaged in the same game as the first user <NUM> (e.g., the second user <NUM> may provide an indication using the user interface <NUM> to consent joining the game with the first user <NUM>), and in response to this determination, the computer graphics generation system <NUM> may display the same AR/VR features <NUM> including the results of the actions <NUM> on the respective displays <NUM> of the first and second fixed-position AR/VR viewers <NUM> and <NUM>.

<FIG> is a process flow diagram illustrating an embodiment of a method <NUM> of creating an AR experience, a VR experience and/or other computed-mediated experience using the AR/VR system <NUM>. The method <NUM> may be representative of initiated code or instructions stored in a non-transitory computer-readable medium (e.g., the memory <NUM>) and executed, for example, by the processor <NUM> of the computer graphics generation system <NUM>. The generated AR experience, VR experience and/or other computer-mediated experience may be enjoyed by the one or more users <NUM> and/or other guests using the one or more fixed-position AR/VR viewers <NUM> and/or the one or more remote viewing devices <NUM>. The method <NUM> may begin with the processor <NUM> receiving and analyzing (block <NUM>) real-time data from the sensors <NUM> and the user interface <NUM> of each of the one or more fixed-position viewers <NUM>. The real-time data may include pictures and/or video captured by the one or more cameras <NUM>, orientation and/or position information and/or the angle of view <NUM> detected by the one or more orientation and position sensors <NUM>, lighting information detected by the one or more light sensors <NUM>, information indicative of presence of objects or a user near the fixed-position viewer <NUM> detected by the one or more presence sensors <NUM>, information indicative of the user's identity received by the one or more antennas <NUM>, and so forth. The real-time data may also include inputs (e.g., instructional and/or operational inputs) provided by the user <NUM> using the user interface <NUM> via the zoom control <NUM> and/or the push buttons <NUM>.

The method <NUM> may then continue with the processor <NUM> generating (block <NUM>) gaming effects. In one embodiment, the gaming effects may include AR/VR image data and sound data generated based on the received and analyzed real-time data. For example, the gaming effects include particular AR/VR image data relating to a game character associated with the user <NUM>. For example, the gaming effects include certain AR/VR features depending on the angle of view <NUM> of the fixed-position AR/VR viewer <NUM> adjusted by the user <NUM> (e.g., depending on attention/viewing interest of the user <NUM>). For example, the gaming effects may include transitions between AR and VR environments depending on zoom effects applied by the user <NUM> (e.g., zoom-in beyond certain threshold to transition from an AR environment to a VR environment). As a further example, the gaming effects may include coordinated AR/VR image data for multiple fixed-position AR/VR viewers <NUM> in a manner that multiple users <NUM> may share the same gaming experience. The gaming effects may also include sound data corresponding to the AR/VR image data.

The method <NUM> may then continue with the processor <NUM> overlaying (block <NUM>) or superimposing the generated gaming effects onto the generated visualization of the real-world environment. The processor <NUM> may generate a video data stream of the real-world images (e.g., the physical structure <NUM>, the barn house <NUM> shown in <FIG>), and overlay or superimpose the AR/VR graphics <NUM> (e.g., the two horses <NUM> shown in <FIG>) onto the real-world images using one or more video merging and/or optical merging techniques. As an example, the processor <NUM> of the graphics generation system <NUM> may render the AR/VR graphics <NUM> in concert with the user's <NUM> operation of the fixed-position AR/VR viewer <NUM> to look at certain features (e.g., based on the angle of view <NUM>) or after a predetermined lapse of time. The graphics generation system <NUM> may perform one or more geometric or photometric recognition algorithms on the video or image data captured via the one or more cameras <NUM> to determine the angle of view <NUM> and when to introduce the AR/VR graphics <NUM>. The graphics generation system <NUM> may determine when to introduce the AR/VR graphics <NUM> based on inputs provided by the user <NUM> via the user interface <NUM>.

Claim 1:
A mixed reality viewing system (<NUM>), comprising:
a viewer (<NUM>) configured to be secured to a steady platform and operable by a user to view a theme through the viewer (<NUM>), wherein the viewer (<NUM>) comprises:
a display device (<NUM>);
a user interface (<NUM>) comprising a zoom control (<NUM>), the zoom control (<NUM>) being configured to enable the user to zoom-in and zoom-out on features shown on the display device; and
at least one sensor (<NUM>), the at least one sensor (<NUM>) comprising at least one camera (<NUM>); and
a computer graphics generation system (<NUM>) communicatively coupled to the viewer (<NUM>) and comprising:
means to generate streaming media of a real world environment based on image data captured via the at least one camera (<NUM>) of the viewer (<NUM>);
means to generate an augmented reality, AR, environment comprising augmented reality graphics superimposed on the streaming media of the real world environment;
means to generate a virtual reality, VR. environment comprising virtual reality graphics based on the streaming media of the real world environment;
means to transmit signals or data corresponding to the AR or VR environment to be displayed on the display device (<NUM>) of the viewer (<NUM>); and
means to switch between generating and transmitting signals or data corresponding to the AR environment and generating and transmitting signals or data corresponding to the VR environment in response to determining that the zoom control (<NUM>) is zoomed higher than a predetermined magnification threshold.