Trigger Global Inc.

United States of America

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        Patent 9
        Trademark 2
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        United States 10
        World 1
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2021 2
2019 2
Before 2019 7
IPC Class
A63F 13/25 - Output arrangements for video game devices 7
A63F 13/65 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor automatically by game devices or servers from real world data, e.g. measurement in live racing competition 7
A63F 13/655 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor automatically by game devices or servers from real world data, e.g. measurement in live racing competition by importing photos, e.g. of the player 7
A63F 13/23 - Input arrangements for video game devices for interfacing with the game device, e.g. specific interfaces between game controller and console 6
A63F 13/235 - Input arrangements for video game devices for interfacing with the game device, e.g. specific interfaces between game controller and console using a wireless connection, e.g. infrared or piconet 6
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NICE Class
42 - Scientific, technological and industrial services, research and design 2
35 - Advertising and business services 1
Status
Pending 1
Registered / In Force 10

1.

TRIGGER - THE XR AGENCY

      
Serial Number 90836310
Status Registered
Filing Date 2021-07-19
Registration Date 2022-11-01
Owner TRIGGER GLOBAL INC. ()
NICE Classes  ?
  • 35 - Advertising and business services
  • 42 - Scientific, technological and industrial services, research and design

Goods & Services

Advertising and marketing services, namely, providing marketing strategies, solutions and content for extended reality campaigns and products Design and development of extended reality content for interactive brand engagement for advertising purposes

2.

AUGMENTED REALITY GAMING SYSTEMS AND METHODS

      
Application Number 17120709
Status Pending
Filing Date 2020-12-14
First Publication Date 2021-04-29
Owner Trigger Global Inc. (USA)
Inventor
  • Yim, Jason
  • Saryan, Mikayel

Abstract

An augmented reality (AR) game system is disclosed wherein real-world objects are transformed into AR terrain elements and AR events generate real-world impact. The game environment is set up using real-world objects that include everyday objects and game pieces on a field of play. When viewed on the screen of a computing device executing the modules of the game system, the everyday objects are transformed into elements of an AR terrain while the game pieces can be augmented with various controls. Multiple viewing modes, for example, a third person view, a first person view or “POV” view from a selected game piece or a split screen view are contemplated for viewing the field of play. A subset of the augmented controls can be activated by the user to execute AR events some of which can have real-world impact. The AR events are executed based on game rules.

IPC Classes  ?

  • A63F 13/52 - Controlling the output signals based on the game progress involving aspects of the displayed game scene
  • A63F 3/00 - Board games; Raffle games
  • A63F 13/40 - Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
  • A63F 13/655 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor automatically by game devices or servers from real world data, e.g. measurement in live racing competition by importing photos, e.g. of the player
  • G06F 3/0488 - Interaction techniques based on graphical user interfaces [GUI] using specific features provided by the input device, e.g. functions controlled by the rotation of a mouse with dual sensing arrangements, or of the nature of the input device, e.g. tap gestures based on pressure sensed by a digitiser using a touch-screen or digitiser, e.g. input of commands through traced gestures
  • G06F 3/01 - Input arrangements or combined input and output arrangements for interaction between user and computer
  • G06F 3/038 - Control and interface arrangements therefor, e.g. drivers or device-embedded control circuitry
  • A63F 13/235 - Input arrangements for video game devices for interfacing with the game device, e.g. specific interfaces between game controller and console using a wireless connection, e.g. infrared or piconet
  • A63F 13/53 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
  • A63F 13/23 - Input arrangements for video game devices for interfacing with the game device, e.g. specific interfaces between game controller and console
  • A63F 13/25 - Output arrangements for video game devices
  • A63F 13/44 - Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment involving timing of operations, e.g. performing an action within a time slot
  • A63F 13/5375 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen for graphically or textually suggesting an action, e.g. by displaying an arrow indicating a turn in a driving game
  • A63F 13/5378 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen for displaying an additional top view, e.g. radar screens or maps
  • A63F 13/57 - Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game
  • A63F 13/65 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor automatically by game devices or servers from real world data, e.g. measurement in live racing competition
  • A63F 13/95 - Storage media specially adapted for storing game information, e.g. video game cartridges
  • G06F 3/048 - Interaction techniques based on graphical user interfaces [GUI]
  • A63F 13/537 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
  • A63F 13/24 - Constructional details thereof, e.g. game controllers with detachable joystick handles
  • G06F 3/0482 - Interaction with lists of selectable items, e.g. menus
  • G06T 19/00 - Manipulating 3D models or images for computer graphics

3.

Augmented reality gaming systems and methods

      
Application Number 16361742
Grant Number 10864440
Status In Force
Filing Date 2019-03-22
First Publication Date 2019-07-18
Grant Date 2020-12-15
Owner TRIGGER GLOBAL INC. (USA)
Inventor
  • Yim, Jason
  • Saryan, Mikayel

Abstract

An augmented reality (AR) game system is disclosed wherein real-world objects are transformed into AR terrain elements and AR events generate real-world impact. The game environment is set up using real-world objects that include everyday objects and game pieces on a field of play. When viewed on the screen of a computing device executing the modules of the game system, the everyday objects are transformed into elements of an AR terrain while the game pieces can be augmented with various controls. Multiple viewing modes, for example, a third person view, a first person view or “POV” view from a selected game piece or a split screen view are contemplated for viewing the field of play. A subset of the augmented controls can be activated by the user to execute AR events some of which can have real-world impact. The AR events are executed based on game rules.

IPC Classes  ?

  • A63F 13/52 - Controlling the output signals based on the game progress involving aspects of the displayed game scene
  • A63F 3/00 - Board games; Raffle games
  • A63F 13/40 - Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
  • A63F 13/655 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor automatically by game devices or servers from real world data, e.g. measurement in live racing competition by importing photos, e.g. of the player
  • G06F 3/01 - Input arrangements or combined input and output arrangements for interaction between user and computer
  • G06F 3/038 - Control and interface arrangements therefor, e.g. drivers or device-embedded control circuitry
  • A63F 13/53 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
  • A63F 13/25 - Output arrangements for video game devices
  • A63F 13/65 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor automatically by game devices or servers from real world data, e.g. measurement in live racing competition
  • G06F 3/048 - Interaction techniques based on graphical user interfaces [GUI]
  • G06F 3/0488 - Interaction techniques based on graphical user interfaces [GUI] using specific features provided by the input device, e.g. functions controlled by the rotation of a mouse with dual sensing arrangements, or of the nature of the input device, e.g. tap gestures based on pressure sensed by a digitiser using a touch-screen or digitiser, e.g. input of commands through traced gestures
  • A63F 13/235 - Input arrangements for video game devices for interfacing with the game device, e.g. specific interfaces between game controller and console using a wireless connection, e.g. infrared or piconet
  • A63F 13/23 - Input arrangements for video game devices for interfacing with the game device, e.g. specific interfaces between game controller and console
  • A63F 13/44 - Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment involving timing of operations, e.g. performing an action within a time slot
  • A63F 13/5375 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen for graphically or textually suggesting an action, e.g. by displaying an arrow indicating a turn in a driving game
  • A63F 13/5378 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen for displaying an additional top view, e.g. radar screens or maps
  • A63F 13/57 - Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game
  • A63F 13/95 - Storage media specially adapted for storing game information, e.g. video game cartridges
  • A63F 13/537 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
  • A63F 13/24 - Constructional details thereof, e.g. game controllers with detachable joystick handles
  • G06F 3/0482 - Interaction with lists of selectable items, e.g. menus
  • G06T 19/00 - Manipulating 3D models or images for computer graphics
  • A63F 9/24 - Games using electronic circuits not otherwise provided for

4.

Augmented reality positioning and tracking system and method

      
Application Number 16200891
Grant Number 10607385
Status In Force
Filing Date 2018-11-27
First Publication Date 2019-05-30
Grant Date 2020-03-31
Owner TRIGGER GLOBAL, INC. (USA)
Inventor
  • Parks, Daniel
  • Wu, Bruce

Abstract

Disclosed are systems and methods for detecting the specific location, orientation, surface plane(s) and scale of a real-world object, and providing an augmented reality (AR) experience of the object based therefrom. The disclosed systems and method provide a novel, efficient and accurate mechanism for launching an AR application that provides an AR view of a captured or currently being viewed image. The instant disclosure's AR positioning and tracking systems and methods provide a streamlined system that maximizes the device's computational resources in order to accurately determine and track the viewed object's and the capturing device's positioning and orientation, as well as the object's physical dimensions, thereby ensuring an efficiently produced AR experience.

IPC Classes  ?

  • G06T 19/00 - Manipulating 3D models or images for computer graphics
  • G06T 11/60 - Editing figures and text; Combining figures or text
  • G06K 19/07 - Record carriers with conductive marks, printed circuits or semiconductor circuit elements, e.g. credit or identity cards with integrated circuit chips
  • G06K 7/10 - Methods or arrangements for sensing record carriers by corpuscular radiation
  • G06K 9/00 - Methods or arrangements for reading or recognising printed or written characters or for recognising patterns, e.g. fingerprints
  • G06K 9/32 - Aligning or centering of the image pick-up or image-field

5.

Augmented reality gaming systems and methods

      
Application Number 15403500
Grant Number 10238967
Status In Force
Filing Date 2017-01-11
First Publication Date 2017-05-04
Grant Date 2019-03-26
Owner Trigger Global Inc. (USA)
Inventor
  • Yim, Jason
  • Saryan, Mikayel

Abstract

An augmented reality (AR) game system is disclosed wherein real-world objects are transformed into AR terrain elements and AR events generate real-world impact. The game environment is set up using real-world objects that include everyday objects and game pieces on a field of play. When viewed on the screen of a computing device executing the modules of the game system, the everyday objects are transformed into elements of an AR terrain while the game pieces can be augmented with various controls. Multiple viewing modes, for example, a third person view, a first person view or “POV” view from a selected game piece or a split screen view are contemplated for viewing the field of play. A subset of the augmented controls can be activated by the user to execute AR events some of which can have real-world impact. The AR events are executed based on game rules.

IPC Classes  ?

  • A63F 13/00 - Video games, i.e. games using an electronically generated display having two or more dimensions
  • A63F 13/52 - Controlling the output signals based on the game progress involving aspects of the displayed game scene
  • A63F 3/00 - Board games; Raffle games
  • A63F 13/40 - Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
  • A63F 13/235 - Input arrangements for video game devices for interfacing with the game device, e.g. specific interfaces between game controller and console using a wireless connection, e.g. infrared or piconet
  • A63F 13/53 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
  • A63F 13/23 - Input arrangements for video game devices for interfacing with the game device, e.g. specific interfaces between game controller and console
  • A63F 13/25 - Output arrangements for video game devices
  • A63F 13/44 - Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment involving timing of operations, e.g. performing an action within a time slot
  • A63F 13/5375 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen for graphically or textually suggesting an action, e.g. by displaying an arrow indicating a turn in a driving game
  • A63F 13/5378 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen for displaying an additional top view, e.g. radar screens or maps
  • A63F 13/57 - Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game
  • A63F 13/65 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor automatically by game devices or servers from real world data, e.g. measurement in live racing competition
  • A63F 13/95 - Storage media specially adapted for storing game information, e.g. video game cartridges
  • G06F 3/048 - Interaction techniques based on graphical user interfaces [GUI]
  • A63F 13/655 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor automatically by game devices or servers from real world data, e.g. measurement in live racing competition by importing photos, e.g. of the player
  • A63F 13/537 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
  • A63F 13/24 - Constructional details thereof, e.g. game controllers with detachable joystick handles
  • G06F 3/0482 - Interaction with lists of selectable items, e.g. menus
  • G06T 19/00 - Manipulating 3D models or images for computer graphics
  • G06F 3/0488 - Interaction techniques based on graphical user interfaces [GUI] using specific features provided by the input device, e.g. functions controlled by the rotation of a mouse with dual sensing arrangements, or of the nature of the input device, e.g. tap gestures based on pressure sensed by a digitiser using a touch-screen or digitiser, e.g. input of commands through traced gestures
  • G06F 3/01 - Input arrangements or combined input and output arrangements for interaction between user and computer
  • G06F 3/038 - Control and interface arrangements therefor, e.g. drivers or device-embedded control circuitry
  • A63F 9/24 - Games using electronic circuits not otherwise provided for

6.

THE MIXED REALITY AGENCY

      
Serial Number 87192923
Status Registered
Filing Date 2016-10-04
Registration Date 2019-07-09
Owner Trigger Global Inc ()
NICE Classes  ? 42 - Scientific, technological and industrial services, research and design

Goods & Services

Computer software development in the field of mobile applications

7.

Augmented reality game piece

      
Application Number 15147256
Grant Number 10232261
Status In Force
Filing Date 2016-05-05
First Publication Date 2016-08-25
Grant Date 2019-03-19
Owner Trigger Global Inc. (USA)
Inventor
  • Yim, Jason
  • Saryan, Mikayel

Abstract

A game piece with a moveable base for use in an augmented reality (AR) game system is disclosed An object recognizing computing device enforces game rules. A main body is configured for unique, visible object recognition by the object recognizing computing device. A motorized base is detachably and re-attachably coupled to the main body and in communication with said transceiver, the base configured to physically move the game piece over a distance on a field of play from a first position on the field of play to a second position on the field of play in response to receiving an actuating signal from the processor. The game environment is set up using real-world objects that include everyday objects and a plurality of game pieces on a field of play.

IPC Classes  ?

  • A63F 9/24 - Games using electronic circuits not otherwise provided for
  • A63F 13/52 - Controlling the output signals based on the game progress involving aspects of the displayed game scene
  • A63F 3/00 - Board games; Raffle games
  • A63F 13/40 - Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
  • A63F 13/235 - Input arrangements for video game devices for interfacing with the game device, e.g. specific interfaces between game controller and console using a wireless connection, e.g. infrared or piconet
  • A63F 13/53 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
  • A63F 13/23 - Input arrangements for video game devices for interfacing with the game device, e.g. specific interfaces between game controller and console
  • A63F 13/25 - Output arrangements for video game devices
  • A63F 13/44 - Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment involving timing of operations, e.g. performing an action within a time slot
  • A63F 13/5375 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen for graphically or textually suggesting an action, e.g. by displaying an arrow indicating a turn in a driving game
  • A63F 13/5378 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen for displaying an additional top view, e.g. radar screens or maps
  • A63F 13/57 - Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game
  • A63F 13/65 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor automatically by game devices or servers from real world data, e.g. measurement in live racing competition
  • A63F 13/95 - Storage media specially adapted for storing game information, e.g. video game cartridges
  • G06F 3/048 - Interaction techniques based on graphical user interfaces [GUI]
  • A63F 13/655 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor automatically by game devices or servers from real world data, e.g. measurement in live racing competition by importing photos, e.g. of the player
  • A63F 13/537 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
  • A63F 13/24 - Constructional details thereof, e.g. game controllers with detachable joystick handles
  • G06F 3/0482 - Interaction with lists of selectable items, e.g. menus
  • G06T 19/00 - Manipulating 3D models or images for computer graphics
  • G06F 3/0488 - Interaction techniques based on graphical user interfaces [GUI] using specific features provided by the input device, e.g. functions controlled by the rotation of a mouse with dual sensing arrangements, or of the nature of the input device, e.g. tap gestures based on pressure sensed by a digitiser using a touch-screen or digitiser, e.g. input of commands through traced gestures
  • G06F 3/01 - Input arrangements or combined input and output arrangements for interaction between user and computer
  • G06F 3/038 - Control and interface arrangements therefor, e.g. drivers or device-embedded control circuitry

8.

Augmented reality gaming systems and methods

      
Application Number 14478901
Grant Number 09861882
Status In Force
Filing Date 2014-09-05
First Publication Date 2016-03-10
Grant Date 2018-01-09
Owner TRIGGER GLOBAL INC. (USA)
Inventor
  • Yim, Jason
  • Saryan, Mikayel

Abstract

An augmented reality (AR) game system is disclosed wherein real-world objects are transformed into AR terrain elements and AR events generate real-world impact. The game environment is set up using real-world objects that include everyday objects and game pieces on a field of play. When viewed on the screen of a computing device executing the modules of the game system, the everyday objects are transformed into elements of an AR terrain while the game pieces can be augmented with various controls. Multiple viewing modes, for example, a third person view, a first person view or “POV” view from a selected game piece or a split screen view are contemplated for viewing the field of play. A subset of the augmented controls can be activated by the user to execute AR events some of which can have real-world impact. The AR events are executed based on game rules.

IPC Classes  ?

  • A63F 9/24 - Games using electronic circuits not otherwise provided for
  • A63F 13/00 - Video games, i.e. games using an electronically generated display having two or more dimensions
  • G06F 17/00 - Digital computing or data processing equipment or methods, specially adapted for specific functions
  • G06F 19/00 - Digital computing or data processing equipment or methods, specially adapted for specific applications (specially adapted for specific functions G06F 17/00;data processing systems or methods specially adapted for administrative, commercial, financial, managerial, supervisory or forecasting purposes G06Q;healthcare informatics G16H)
  • A63F 3/00 - Board games; Raffle games
  • A63F 13/40 - Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
  • A63F 13/235 - Input arrangements for video game devices for interfacing with the game device, e.g. specific interfaces between game controller and console using a wireless connection, e.g. infrared or piconet
  • A63F 13/53 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
  • A63F 13/23 - Input arrangements for video game devices for interfacing with the game device, e.g. specific interfaces between game controller and console
  • A63F 13/25 - Output arrangements for video game devices
  • A63F 13/44 - Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment involving timing of operations, e.g. performing an action within a time slot
  • A63F 13/5375 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen for graphically or textually suggesting an action, e.g. by displaying an arrow indicating a turn in a driving game
  • A63F 13/5378 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen for displaying an additional top view, e.g. radar screens or maps
  • A63F 13/57 - Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game
  • A63F 13/65 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor automatically by game devices or servers from real world data, e.g. measurement in live racing competition
  • A63F 13/95 - Storage media specially adapted for storing game information, e.g. video game cartridges
  • G06F 3/048 - Interaction techniques based on graphical user interfaces [GUI]
  • A63F 13/655 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor automatically by game devices or servers from real world data, e.g. measurement in live racing competition by importing photos, e.g. of the player
  • A63F 13/537 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen

9.

Augmented reality gaming systems and methods

      
Application Number 14748818
Grant Number 09545563
Status In Force
Filing Date 2015-06-24
First Publication Date 2016-03-10
Grant Date 2017-01-17
Owner TRIGGER GLOBAL INC. (USA)
Inventor
  • Yim, Jason
  • Saryan, Mikayel

Abstract

An augmented reality (AR) game system is disclosed wherein real-world objects are transformed into AR terrain elements and AR events generate real-world impact. The game environment is set up using real-world objects that include everyday objects and game pieces on a field of play. When viewed on the screen of a computing device executing the modules of the game system, the everyday objects are transformed into elements of an AR terrain while the game pieces can be augmented with various controls. Multiple viewing modes, for example, a third person view, a first person view or “POV” view from a selected game piece or a split screen view are contemplated for viewing the field of play. A subset of the augmented controls can be activated by the user to execute AR events some of which can have real-world impact. The AR events are executed based on game rules.

IPC Classes  ?

  • A63F 13/00 - Video games, i.e. games using an electronically generated display having two or more dimensions
  • A63F 3/00 - Board games; Raffle games
  • A63F 13/40 - Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
  • A63F 13/235 - Input arrangements for video game devices for interfacing with the game device, e.g. specific interfaces between game controller and console using a wireless connection, e.g. infrared or piconet
  • A63F 13/53 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
  • A63F 13/23 - Input arrangements for video game devices for interfacing with the game device, e.g. specific interfaces between game controller and console
  • A63F 13/25 - Output arrangements for video game devices
  • A63F 13/44 - Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment involving timing of operations, e.g. performing an action within a time slot
  • A63F 13/5375 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen for graphically or textually suggesting an action, e.g. by displaying an arrow indicating a turn in a driving game
  • A63F 13/5378 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen for displaying an additional top view, e.g. radar screens or maps
  • A63F 13/57 - Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game
  • A63F 13/65 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor automatically by game devices or servers from real world data, e.g. measurement in live racing competition
  • A63F 13/95 - Storage media specially adapted for storing game information, e.g. video game cartridges
  • G06F 3/048 - Interaction techniques based on graphical user interfaces [GUI]
  • A63F 13/655 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor automatically by game devices or servers from real world data, e.g. measurement in live racing competition by importing photos, e.g. of the player
  • A63F 13/537 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
  • A63F 9/24 - Games using electronic circuits not otherwise provided for

10.

Augmented reality gaming systems and methods

      
Application Number 14843121
Grant Number 09884254
Status In Force
Filing Date 2015-09-02
First Publication Date 2016-03-10
Grant Date 2018-02-06
Owner TRIGGER GLOBAL INC. (USA)
Inventor
  • Yim, Jason
  • Saryan, Mikayel

Abstract

An augmented reality (AR) game system is disclosed wherein real-world objects are transformed into AR terrain elements and AR events generate real-world impact. The game environment is set up using real-world objects that include everyday objects and game pieces on a field of play. When viewed on the screen of a computing device executing the modules of the game system, the everyday objects are transformed into elements of an AR terrain while the game pieces can be augmented with various controls. Multiple viewing modes, for example, a third person view, a first person view or “POV” view from a selected game piece or a split screen view are contemplated for viewing the field of play. A subset of the augmented controls can be activated by the user to execute AR events some of which can have real-world impact. The AR events are executed based on game rules. Detection mechanisms such as colored detection can be used for detecting positions of game pieces within the field of play.

IPC Classes  ?

  • A63F 13/00 - Video games, i.e. games using an electronically generated display having two or more dimensions
  • A63F 13/655 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor automatically by game devices or servers from real world data, e.g. measurement in live racing competition by importing photos, e.g. of the player
  • G06T 19/00 - Manipulating 3D models or images for computer graphics
  • A63F 13/213 - Input arrangements for video game devices characterised by their sensors, purposes or types comprising photodetecting means, e.g. cameras, photodiodes or infrared cells
  • A63F 13/42 - Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
  • A63F 13/2145 - Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads the surface being also a display device, e.g. touch screens
  • A63F 9/06 - Patience; Other games for self-amusement
  • A63F 9/24 - Games using electronic circuits not otherwise provided for

11.

AUGMENTED REALITY GAMING SYSTEMS AND METHODS

      
Application Number US2015048527
Publication Number 2016/037049
Status In Force
Filing Date 2015-09-04
Publication Date 2016-03-10
Owner TRIGGER GLOBAL INC. (USA)
Inventor
  • Yim, Jason
  • Saryan, Mikayel

Abstract

An augmented reality (AR) game system is disclosed wherein real-world objects are transformed into AR terrain elements and AR events generate real-world impact. The game environment is set up using real-world objects that include everyday objects and game pieces on a field of play. When viewed on the screen of a computing device executing the modules of the game system, the everyday objects are transformed into elements of an AR terrain while the game pieces can be augmented with various controls. Multiple viewing modes, for example, a third person view, a first person view or "POV" view from a selected game piece or a split screen view are contemplated for viewing the field of play. A subset of the augmented controls can be activated by the user to execute AR events some of which can have real-world impact. The AR events are executed based on game rules. Detection mechanisms for detecting positions of game pieces within the field of play via their colors are also disclosed.

IPC Classes  ?

  • A63F 13/65 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor automatically by game devices or servers from real world data, e.g. measurement in live racing competition
  • A63F 13/50 - Controlling the output signals based on the game progress
  • A63F 13/45 - Controlling the progress of the video game
  • A63F 13/25 - Output arrangements for video game devices
  • A63F 13/2145 - Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads the surface being also a display device, e.g. touch screens