Patent Description:
Amusement parks and other entertainment venues contain, among many other attractions, immersive areas where guests can interact with an attraction through a handheld object, such as a themed prop or toy. For example, an immersive area may be designed for use with a handheld prop or object that enables a guest to perform actions, such as swinging a sword or throwing a ball. The guest actions with the handheld objects may result in visible effects within the immersive area that are tied to the guest's own actions, facilitating a more realistic experience. While such techniques may provide more entertainment for the guest, it is presently recognized that advancements may be made to further immerse the guest within the particular attraction, ride, or interactive experience. For example, the user-associated object, implemented as a handheld or portable device, may have limited on-board capability to provide discernible feedback during an interactive experience. Accordingly, the guest may not perceive the visible effects of the interactive experience as emanating or being linked to their particular object. As such, it is now recognized that it is desirable to improve the effects linked to and/or emanating from a guest's own handheld object within an immersive area.

<CIT> describes a multi-view display quest system including a multi-view (MV) display including one or more MV pixels, wherein each MV pixel is configured to emit beamlets in different directions in a beamlet coordinate system; an input node configured to receive a first attribute of a first quest player or of a first viewing zone and, optionally, a second attribute of a second quest player or of a second viewing zone; and a system controller. The system controller defines the first and second viewing zones relative to the MV display in a viewing zone coordinate system, determines a mapping that translates between the viewing zone coordinate system and the beamlet coordinate system, associates first and second quest related contents with the first and second viewing zones based at least on the first and second attributes, and controls the MV display to project first and second images generated from the first and second quest related contents to the first and second quest players at the first and second viewing zones, respectively.

In an embodiment, an interactive energy effect system includes one or more sensors configured to generate a signal indicative of a position of a user-associated object. The interactive energy effect system also includes a system controller configured to receive the signal. The system controller is configured to generate first instructions and second instructions based on the signal, and transmit the first instructions to an energy emission system to cause the energy emission system to reposition and activate an energy emitter. Additionally, the interactive energy effect system includes transmitting the second instructions to a multi-layer display system to cause the multi-layer display system to move towards or away from the user-associated object.

In an embodiment, a method of operating an interactive energy effect system includes receiving, via a system controller, user associated-object position data, generating, via the system controller, instructions based on the position data, receiving the instructions at a movement controller, and directing movement of an energy emitter based on the instructions. Additionally, the method includes directing emission of energy from the energy emitter based on the instructions, receiving, via an additional movement controller, the communication, and directing, via the additional movement controller, movement of a multi-layer display system to intercept the energy emission at a predetermined location based on the position data.

In an embodiment, an interactive energy effect system includes an energy emitter, a display system, and a system controller configured to receive, from one or more position sensors, position data of a user associated object, and generate first instructions to orient the energy emitter relative to the display system based on the position data. The system controller also receives updated position data of the user or the user-associated object via the position sensors, wherein the updated position data is indicative of a motion pattern performed by the user or by the user-associated object. Additionally, the system controller is configured to identify the motion pattern in the position data, and generate second instructions based on the identified motion pattern to cause the display system to move towards the user-associated object or away from the user-associated object.

It should be appreciated that in the development of any such actual implementation, as in any engineering or design project, numerous implementation-specific decisions must be made to achieve the developers' specific goals, such as compliance with system-related and business-related constraints which may vary from one implementation to another.

Amusement park attractions may include user-associated objects that users can interact with to provide input to and trigger feedback from an interactive experience. However, the objects themselves, in the interest of portability and cost, may be generally passive and lack observable feedback tied to the user interaction. In certain themed environments, the user-associated object may be used as a themed weapon within the environment. Generating immersive weapon effects of a user-associated object that appear to emanate from the object itself may be challenging to implement. For example, a user-associated object implemented as a portable handheld device may not carry sufficient on-board power to create a medium or long range high intensity energy beam and/or to simulate a variety of different energy beam effects using a single device. In other examples, it may be desirable for an immersive environment to facilitate an illusion that a user can generate energy effects using only their hands.

Embodiments of the present disclosure are directed to systems and methods for use in conjunction with an interactive energy effect attraction. Such systems and methods may be used, for example, as part of an immersive area, a themed environment, a battle attraction, or ride attraction in an amusement park. In accordance with present embodiments, an amusement park attraction tracks movements of a user or a user-associated object and, based on the tracked movements, creates an energy effect illusion that appears to emanate from user and/or the object itself. The present techniques include an energy emission system that is separate from the user or the user-associated object but that, when active, emits energy in a manner that enhances the illusion that the energy is shooting out from the user-associated object. In an embodiment, the present techniques may include a surface having an integral energy attractor to guide the emitted energy towards the surface. The surface may operate as a display device to display media content that exaggerates or enhances the energy effect. In an embodiment, the energy effect is a plasma or lightning effect.

By implementing an energy effect illusion in which a user's motion directly facilitates energy emission, a more immersive experience can be created. The output of energy from the energy emitter of the system enables the user to visually observe activation of the user-associated object and its output as directed by user motion. For example, present embodiments may employ sensing systems that sense motion of the user-associated object over time, and update energy emission output based on user motion. This enables the user to observe, in real time, an energy output corresponding to user motion, which facilitates an immersive experience for the user. Further, an energy emitter can be positioned and/or oriented to account for changes in position of the user to maintain the illusion, and the displayed media content can also dynamically update based on user actions.

The users may interact with the energy emission system in a battle scenario, wherein multiple users can interact with the environment, e.g., using respective user-associated objects, to trigger the energy effect. In other embodiments, a single user may interact with a prop or show object within an attraction.

As illustrated in <FIG>, an interactive energy effect system <NUM> of an amusement attraction includes a user-associated object <NUM>, an energy emission system <NUM>, a multi-layer display system <NUM>, and other components. Although illustrated as within a battle-type environment, it should be understood that the interactive energy effect system may be utilized to entertain users <NUM> in any suitable entertainment environment, such as a dark ride, an outdoor arena, an environment adjacent to a ride path of a ride vehicle carrying the users <NUM>, and so forth.

In the illustrated embodiment, the users <NUM> are arranged facing or opposing one another. Notably, the user/s <NUM> are physically separated from the energy emission system <NUM> by a light transmissive or transparent barrier <NUM>. In the illustrated embodiment, the users <NUM> are in respective user areas <NUM> in which each user <NUM> (e.g., a user of the system <NUM>, a guest in the attraction) can move about freely behind the transparent barrier <NUM> that physically separates the user from the energy emission system <NUM>, e.g., that extends at least partly between a floor and ceiling of the user area <NUM>. Positioned between the user areas <NUM> is the energy emission system <NUM> that operates to control energy emission from an energy emitter <NUM> that is disposed between the respective transparent barriers <NUM>.

The energy emission system <NUM> facilitates emission of visible energy emission effects, which may be plasma bolts <NUM>, as in the illustrated embodiment, or other visible energy effects, such as light beams, electrical effects, lighting effects, media projection effects, augmented reality effects, pyrotechnics, vapor effects, or any combination thereof from the respective energy emitters <NUM>. The energy emitter, in an embodiment, may include a Tesla coil gun that, in operation, emits visible energy bolts or arcs, e.g., referred to as the plasma bolts <NUM>, using a double-tuned resonant transformer to produce high voltages at low currents. As depicted, the plasma bolts <NUM> are emitted towards and impinge the multi-layer display system <NUM>. The multi-layer display system <NUM> may include a metallic layer that attracts or directs the emitted energy to enhance the effect. The energy emission system <NUM> can simulate a battle scenario between multiple users <NUM>, each contained in the respective user area <NUM>, while still visible to the other through the transparent barrier <NUM> and the at least partially transparent multi-layer display system <NUM>. The user-associated object <NUM> facilitates interaction between the user <NUM> and energy effect emission during battle, and the user motions, e.g., via the user-associated object <NUM>, trigger activation and control of one or both of the energy emission system <NUM> and the multi-layer display system <NUM>.

In an embodiment, the user <NUM> performs a motion, e.g., using the user-associated object <NUM> or a hand motion, corresponding to a battle move or specific gesture to initiate the battle scenario. The energy emitters <NUM> then emit energy according to user's motion, and the multi-layer display system <NUM> displays effects and enhances energy emission visualization in the battle scenario by displaying animations, audio, or visual effects via a display screen. In one example, the user motion activates the energy emitter <NUM> from an off state to an on state or vice versa. In another example the user motion, such as moving the user-associated object <NUM> to the left, causes the energy emitter <NUM> to correspondingly orient towards the left while emitting energy. In another example, particular types of user motions can change the aim of the emitted energy, an emission focus of the emitted energy, an intensity of the emitted energy, a color of the visible plasma bolts <NUM>, and/or the concurrently displayed media on the multi-layer display system <NUM>.

It should be noted that each user area <NUM> is associated with a dedicated energy emitter <NUM> of the energy emission system <NUM>. The transparent barrier <NUM> facilitates visibility of the user <NUM> and the user-associated object <NUM> to an opponent. It should also be appreciated that the multi-layer display system <NUM> can display battle updates, present the user <NUM> with feedback on performance and accuracy of motion of the user-associated object <NUM>, and enable the user <NUM> to receive results of the battle simulation. The updated feedback provided by the multi-layer display system <NUM> enables the user <NUM> to trigger actions of the energy emission system <NUM> and observe the effect of the motion of the user-associated object <NUM> directing the plasma bolts <NUM> emitted from the energy emitter <NUM>.

For example, the user <NUM> in the user area <NUM> in <FIG> could be prompted to perform a specific gesture or move with the user-associated object <NUM> via the multi-layer display system <NUM>. The other user <NUM> in another user area <NUM> is also prompted to perform a specific gesture or move with their user-associated object <NUM>. The energy emitter <NUM> for each respective user area <NUM> is directed (e.g., dynamically positioned and steered) based on performance of gesture by each user <NUM>, to emit the plasma bolts <NUM>. The users <NUM> observe the plasma bolts <NUM> launched from each of the users <NUM>, energy emitters <NUM>, which may be emitted in certain color or intensity variations based on the user's performance, user profile, or expressions/movements as captured by sensors of the system <NUM>. The multi-layer display system <NUM>, e.g., that includes a transparent OLED display screen, can then move towards or away from the respective user area <NUM> based on performance, and display updates to the users <NUM> including which user <NUM> performed gestures more accurately, and the stats or previous history of each user <NUM>.

<FIG> illustrates a top view of the interactive energy effect system <NUM> of <FIG> showing the mechanical tracks that facilitate movement of the energy emitter <NUM> and the multi-layer display system <NUM> based on the user <NUM> interaction with the energy emission system <NUM>. The movement of the energy emitter <NUM> during the user <NUM> interaction is facilitated through an emitter track <NUM> to which the energy emitter <NUM> is coupled. The emitter track <NUM> is disposed within the energy emission system <NUM> proximate to the user area <NUM>. The emitter track <NUM> facilitates lateral or orbital (along a hemispherical or annular track) movement of the energy emitter <NUM> along the track, e.g., as shown by arrows <NUM>. The movement of the energy emitter <NUM> laterally along the emitter track <NUM> corresponds to the movements conducted by the user <NUM>. As the user <NUM> moves freely within the user area <NUM>, the energy emitter <NUM> moves laterally to a position that corresponds to the user <NUM> position so that the energy emitter <NUM> and the user <NUM> are substantially aligned along the emitter track <NUM>. This movement is dynamic and activated by the user <NUM> movement. The emitter track <NUM> may extend along a dimension bordering the user area <NUM> so that, no matter where the user <NUM> moves within the user area <NUM>, the energy emitter <NUM> can align in at least one plane with the user <NUM>. The system <NUM> may operate to align the energy emitter <NUM> with the user <NUM> torso, head, designated operating hand (e.g., spell-casting hand), or with an extending end or tip <NUM> of the user-associated object (e.g., a ray gun, a wand, a nozzle, a sword) along the emitter track <NUM>. The user <NUM> positioning of the user-associated object <NUM> in the x-plane facilitates the energy emitter <NUM> movement laterally about the emitter track <NUM>. The user's <NUM> ability to direct the energy emitter <NUM> through positioning of their user-associated object <NUM> further facilitates an interactive effect experience.

The movement of the user-associated object <NUM> is detected through one or more sensors, such as position sensors <NUM>. In an embodiment, the position sensors <NUM> are oriented to capture movements of each user <NUM>. The collected position data generated from the position sensors <NUM> is then transmitted via sensor signals to a controller of the system <NUM>. The position sensors <NUM> can include computer vision sensors (e.g., cameras), depth cameras, Light Detection and Ranging (LIDAR) devices, motion sensors, and light sensors, radio frequency (RF) sensors that receive a uniquely identifying RF signal from a user-associated object having a radio-frequency identification (RFID) tag, optical sensors and so forth. In an embodiment, the user-associated object <NUM> is passive, and the position data is based on image or other captured data from the position sensors <NUM> of the user-associated object <NUM> or the user's hand when no user-associated object <NUM> is employed. In one embodiment, the user-associated object includes a marker, such as a retroreflective marker, that facilitates identification of the tip <NUM> of the user-associated object <NUM> within the sensor data. In another embodiment, the user-associated object <NUM> may communicate position data, including orientation data, or object identification data to the system <NUM> through wireless transmissions from an RFID tag, or any combination thereof.

Position data captured by the position sensors <NUM> further facilitates tracking of the user-associated object <NUM>, and enables efficient collection of motion data and user identification data. For example, if a first user 18a and a second user 18b are competing in a battle scenario, the first user 18a may position their user-associated object tip 42a left of center during the motion or gesture performed with the user-associated object 14a. The position sensors <NUM> are then able to use the motion data of the user-associated object 14a of the first user 18a to generate instructions to control movement along the emitter track <NUM> to position the energy emitter <NUM> left of center via movement along the emitter track <NUM> laterally, e.g. as shown by the arrows <NUM>. The energy emitter <NUM> is then positioned to release energy, shown as the plasma bolts <NUM>, from a position corresponding to the position of the user-associated object 14a during movement or gesture by the first user 18a. A similar positioning process occurs for the second user 18b during the battle scenario; with respect to motion or gesture of the user-associated object 14b performed by the second user 18b. This data is used to position the second user's 18b energy emitter. The position of the energy emitter <NUM> for each respective user <NUM> corresponds to each user's motion with their user-associated object <NUM>. This creates a dynamic battle experience with energy emitters <NUM> that follow the users <NUM> movement.

In addition to movement of the emitters <NUM> of the energy emission system <NUM>, the multi-layer display system <NUM> may also be repositioned in response to user actions. The multi-layer display system <NUM> is coupled to a display track <NUM>, which facilitates movement of the multi-layer display system <NUM> in at least one plane of motion. The display track <NUM> facilitates movement in the z-plane towards or away from the user <NUM> as demonstrated by arrows <NUM>, and, in certain embodiments, in the y-plane to facilitate up or down movement. The ability of the multi-layer display system <NUM> to shift towards a certain user <NUM> in the z-plane facilitates communication of battle information to the user <NUM> (e.g. user recognition of progress, how well the user is performing the associated movements, and status of user in battle in a battle scenario) who activated the movement of the multi-layer display system <NUM>.

The display movement and coordinated display content is dynamic and based on the user <NUM> actions to enhance the user experience. For example, in a battle scenario, the first user 18a and the second user 18b simultaneously perform respective motions or gestures, e.g., using their hands or with the user-associated object <NUM>. The position sensors <NUM> collect the first user 18a and the second user 18b motion data (e.g., position data tracked over time) and the system assesses the motion data to generate control instructions to move one or both of the multi-layer display system <NUM> and the energy emitter <NUM>. The position data transmitted by the position sensors <NUM>, directs the multi-layer display system <NUM> to move in the z-plane as shown by the arrows <NUM> (e.g. closer or farther from the user <NUM>). Thus, as the battle progresses, the multi-layer display system <NUM> can be moved along the display track <NUM> away from whichever user <NUM> is determined to be winning or the stronger competitor according to the assessment techniques disclosed herein. The multi-layer display system <NUM> can receive energy impacts from users <NUM> that directly face each other and, at the initiation of the battle, may be positioned at an approximately equal distance from each user area <NUM>. Moving the multi-layer display system <NUM> towards a particular user <NUM>, and thus the received energy impact of both energy emitters <NUM>, creates the effect of the energy being closer to the user <NUM> and losing a battle. Further, the multi-layer display system <NUM> may display media content that augments the energy emission effects to cause the impact to appear brighter or larger as the multi-layer display system <NUM> moves towards a particular user <NUM>.

For example, if the second user 18b performed the gesture more accurately, the multi-layer display system <NUM>, directed by the motion data, would move farther from the second user 18b via the display track <NUM>, e.g. the arrows <NUM>. This movement relays to the second user 18b that they have performed better in the scenario because the multi-layer display system <NUM> intercepts the plasma bolt emission <NUM>. Thus, the user <NUM> who performed the gesture more accurately, in this example the second user 18b, can observe the impact of movement of the multi-layer display system <NUM> when the second user energy emitter <NUM> is able to shoot energy a farther distance than their opponent's energy based on a respective distance of each user <NUM> to the multi-layer display system <NUM>. The multi-layer display system <NUM> can also indicate battle status through the display screen included in the multi-layer display system <NUM>.

<FIG> illustrates a side view of the interactive energy effect system <NUM> showing an embodiment of coordinated movement and steering of the energy emission system <NUM> towards a target <NUM> on the multi-layer display system <NUM> based on the position/orientation of the user-associated object <NUM>. The system receives the position data based on the user <NUM> motion, e.g., movement of the user-associated object <NUM> corresponding to a desired gesture or motion that is tracked via the position sensors <NUM>. The position sensors <NUM> determine the position of user-associated object in the user area <NUM>. The position sensors <NUM> then transmit the position data, and the system identifies a hypothetical path of the energy emission (e.g., target path <NUM>) and the target position <NUM> on the multi-layer display system <NUM>. This target position <NUM> is where the energy would impact the multi-layer display if emanating directly from the user-associated object <NUM>. The energy emitter <NUM> is then controlled to be oriented or aimed towards the target position <NUM> on the multi-layer display system <NUM> to align the path of energy emission to the orientation and position of the user-associated object <NUM> and to hit the target position <NUM>. The ability of the energy emitter <NUM> to adjust the emission target to correspond to the user-associated object <NUM> orientation and position creates the illusion that energy is shooting out from the user-associated object <NUM> and that the user <NUM> is controlling and aiming energy emission. This illusion enables the user <NUM> to have an immersive experience wherein the user <NUM> perceives the energy as emanating out of their user-associated object <NUM> and resulting from the position the user <NUM> selected for the user-associated object.

For example, if the user <NUM> positions their user-associated object <NUM> at a certain angle, the position sensor <NUM> can collect position data of the user-associated object <NUM> and use this data to project a target path <NUM> and target position <NUM> on the multi-layer display system <NUM>. The target position <NUM> is used to generate control instructions to the energy emitter <NUM> and, in embodiments, to direct the energy emitter <NUM> laterally via the emitter track <NUM> and/or tilt the energy emitter <NUM> up or down (e.g., arrows <NUM>) to an orientation that will cause emitted energy to intercept the target position <NUM> on the multi-layer display <NUM>. This creates the illusion that the energy emission is coming directly from the user-associated object <NUM>, and that the user <NUM> is directing the effect emission. The user <NUM> position information may include the absolute position in space, changes in position, orientation, and changes in orientation. For example, for a wand or gun shaped user-associated object <NUM>, the system <NUM> may acquire the orientation based on estimating an axis extending through two points (e.g., the tip <NUM> and an interior point <NUM>) on the user-associated object <NUM> or by using data from an orientation sensor on the user-associated object <NUM>. In the depicted embodiment, the target path <NUM> is aligned along the long axis of the user-associated object <NUM>. The user-associated object <NUM> may also include a visible marker that is resolvable by the position sensor <NUM> and from which the orientation can be estimated. In an embodiment, the user-associated object <NUM> may include an orientation sensor that transmits orientation information to a controller of the system <NUM>.

The multi-layer display system <NUM> may include features that enhance the immersive experience. <FIG> illustrates a cross-sectional view of the multi-layer display system <NUM> that receives energy emitted from the energy emitter <NUM>. The multi-layer display system <NUM> includes one or more transparent or transmissive layers that permit observation and interaction in battle scenarios with multiple users <NUM>. The multi-layer display system <NUM> includes an exterior layer <NUM>, an intermediate layer <NUM>, and an interior layer <NUM>. In the present embodiment, the exterior layer <NUM> may be a clear glass or polymer layer, such as a transparent metallic glass, with material properties (e.g., resistant, light in weight) for durability and electrical conductivity. In an embodiment, the exterior layer <NUM> includes metal additives or components to facilitate conductivity. The exterior layer <NUM> enables the multi-layer display system <NUM> to absorb impact of bolt emissions. The intermediate layer <NUM> may include a transparent metal sheet (e.g., transparent aluminum glass). The metallic sheet of the intermediate layer <NUM> facilitates plasma attraction from the energy emitter <NUM> and enables targeting of the plasma bolt <NUM> to the multi-layer display system <NUM>. The metallic sheet may be present in an array throughout the intermediate layer <NUM>, or present in discontinuous regions throughout the intermediate layer <NUM> to target impacts at particular locations on the multi-layer display system <NUM>. The metallic sheet of the intermediate layer <NUM> may also include a selectively conductive metallic sheet material (e.g. conductive components that may turned on and off via system commands). The intermediate metallic layer <NUM> facilitates direction of the plasma bolt <NUM>. This attraction process permits the energy emission to be directed according to desired placement based on the user-associated object motion <NUM> as discussed above in <FIG>.

The interior layer <NUM> may be implemented as a display screen, e.g., an OLED display that operates to display media content that enhances the user experience. The OLED display screen can display instructions to perform a specific motion or gesture and provide feedback to the user <NUM> based on the assessment or accuracy of the gesture performed by the user-associated object <NUM>. The screen can display battle information enabling the multiple users <NUM> in a battle scenario to view battle performance, past battle statistics, and other battle information. The OLED display screen feedback is beneficial for the users <NUM> to interact with an opponent while also displaying an enhanced emission effect in addition to the energy emission from the energy emitter <NUM>.

The disclosed embodiments may be used to implement a battle attraction with two or more participants. In addition, the interactive energy effect system <NUM> may be used to facilitate energy effects with an interactive environment. <FIG> illustrates an embodiment in which one or more users <NUM> can interact with a show prop <NUM> or other interactive element within the environment. Accordingly, the user <NUM> may interact to emit energy towards the show prop <NUM>. The show prop <NUM> can include a robotic device, display screen, special effect system, or any combination thereof that produces a special effect audibly, haptically, visually, or otherwise. The show prop <NUM> receives communication to output a certain action or effect based on the user-associated object <NUM> movement performed by the user <NUM>. The show prop <NUM> facilitates effects or status updates to the user <NUM> along with the OLED display screen of the multi-layer display system <NUM>. For example, the user <NUM> can make a movement or gesture using the user-associated object <NUM>. The show prop <NUM> can receive commands based on the motion to emit an effect or reaction based on a received command and may, in certain embodiments, act as the opponent in the battle scenario.

<FIG> is a block diagram of the interactive energy effect system <NUM>. The system <NUM> includes a system controller <NUM> having a memory device <NUM> and a processor <NUM> which can include multiple microprocessors, one or more "general-purpose" microprocessors, one or more special-purpose microprocessors, and/or one or more application specific integrated circuits (ASICs), or some combination thereof. For example, the processor <NUM> may include one or more reduced instruction set computer (RISC) processors. The memory device <NUM> may include volatile memory, such as random access memory (RAM), and/or nonvolatile memory, such as read-only memory (ROM). The memory device <NUM> may store information, such as control software (e.g., control algorithms). The communication is then wirelessly transmitted from the system controller <NUM> to the energy emission system <NUM>.

The system controller <NUM> is in communication with one or more position sensors <NUM>, the energy emission system <NUM>, and the multi-layer display system <NUM>. Based on inputs from the position sensor <NUM>, and in certain embodiments from the user-associated object <NUM>, motion of the user <NUM> and/or the user-associated object <NUM> is detected and processed by the system controller <NUM> to generate instructions for a movement controller <NUM> of the energy emission system <NUM>. The instructions cause the movement controller <NUM> to move the energy emitter <NUM> laterally and/or tilt in an upwards or downwards direction based off commands sent by the system controller <NUM> and received by the movement controller <NUM>. The instructions may activate a motor assembly <NUM> of the energy emission system <NUM> to drive the movement of the energy emitter <NUM>. The type and/or intensity of energy emitted can be controlled via an energy driver <NUM>, and can be determined based on commands sent by the system controller <NUM> to include energy specifics, e.g. a specific emission focus of the emitted energy, a specific intensity of the emitted energy, or a specific color of the emitted energy. In addition, the system controller <NUM> communicates instructions generated based on the processed motion data of the user-associated object <NUM> to a movement controller <NUM> of the multi-layer display system <NUM>. The multi-layer display system <NUM> receives the instructions based on the user-associated object <NUM> motion data and facilitates the movement controller <NUM> to direct the moving display farther from or closer to the user <NUM> in the z-plane depending on accuracy of the user <NUM> motion of the user-associated object <NUM>.

The system controller <NUM> may assess the motion data (e.g., position data) of the user <NUM> or user-associated object <NUM> to control movement and display content of the multi-layer display system <NUM>. In one embodiment, the motion data may be compared to a stored set of motions and assessed for accuracy based on preset quality metrics. The accuracy may be a determination of whether the motion data matches a stored motion and, if matching, the system <NUM> generates a set of instructions based on the matching and, if no match is present, the system <NUM> initiates another set of instructions. In one example, the assessment may factor in stored profile data associated with the user <NUM>. The assessment may be based on the user <NUM> or the user-associated object <NUM> aligning with or intercepting one or more absolute points in space to determine if a weapon is aimed accurately. The assessment may also include individualized accuracy of motion analysis, wherein the system <NUM> can analyze differences in the users <NUM> perception of eye-hand-target orientation and apply these differences to the analysis of the user <NUM> movement.

For example, the movement controller <NUM> is sent commands by the system controller <NUM> to move the multi-layer display system <NUM> via a motor assembly <NUM> in the z-plane to a distance farther from the user <NUM> who performed the gesture more accurately. This signals to the user <NUM> that they have performed better than their competitor has, and is a visual representation of the users <NUM> performance in the battle. The multi-layer display system <NUM> also communicates guest interactive feedback or battle feedback through projections on the display screen contained in the system. A display controller <NUM> is sent commands via the system controller <NUM> based on accuracy of motion data, and will process and display specific feedback to guest on the OLED display screen included in the multi-layer display system <NUM>.

Claim 1:
An interactive energy effect system (<NUM>), the interactive energy effect system (<NUM>) comprising:
one or more sensors (<NUM>) configured to generate a signal indicative of a position of a user-associated object (<NUM>);
a system controller (<NUM>) configured to receive the signal and configured to:
generate first instructions and second instructions based on the signal;
characterized by
transmitting the first instructions to an energy emission system (<NUM>) to cause the energy emission system (<NUM>) to reposition and activate an energy emitter (<NUM>); and
transmitting the second instructions to a multi-layer display system (<NUM>) to cause the multi-layer display system (<NUM>) to move towards or away from the user-associated object (<NUM>).