Virtual Reality; AI; Gesture Control


Summer 2016 Auction Catalog

CHECK FOR AVAILABILITY - Summer 2016 Auction Catalog
ID Lot 001
Seller AiLive, Inc.
Sector Virtual Reality; AI; Gesture Control
Assets 20 - US Patents; 17 - US Applications; 5 - Foreign Patents; 18 - Foreign Applications
US Patents 7,636,645 7,702,608 7,899,772 7,953,246 8,041,659 8,051,024 8,112,371 8,156,067 8,195,585 8,251,821 8,384,665 8,419,545 8,655,622 8,781,162 8,795,077 8,795,078 9,007,299 9,050,528 9,152,248 9,261,968
Other Patents CN 101367015; CN 101872241; CN 102008823; CN 102087712; CN 102184006
Applications US 12/020,431; US 12/430,095; US 12/611,793; US 12/709,520; US 12/775,485; US 12/835,750; US 12/910,811; US 13/105,863; US 13/309,326; US 13/862,964; US 14/082,043; US 14/329,772; US 14/449,160; US 14/876,684; US 60/990,898; US 61/500,581; US 61/727,001; CN 20121208284; CN 20121210662; EP 20080158238; EP 20100004385; EP 20100004403; EP 20110155276; EP 20110155439; EP 20120173320; EP 20120173321; JP 20080158462; JP 20100098546; JP 20100098547; JP 20110032474; JP 20110032475; JP 20120122497; JP 20120136703; JP 20120137928; TW 20080121607

Lot Summary

AiLive Inc. is a software company based in Sunnyvale, California. The company was founded in 2000 by a group of talented AI and machine learning developers and scientists. AiLive’s products are credited in over 50 million motion-controlled games sold. AiLive’s motion-controlled hardware, tools and software are at the core of the best-selling console games peripheral of all time.

With priority dates from 2006, the disclosed portfolio comprises 60 assets that cover technologies associated with motion control interfaces and devices for 3D virtual environments, including:

Virtual Reality:
• System and method to create a three-dimensional videogame space in a shared network (e.g., peer-to-peer) within which players control movements of virtual objects based on players’ morphologies and real-word environments. At least one video camera is used at a physical location, capturing various movements of the player(s), which may be identified and tracked using INS sensors. A designated device (e.g., a game console or computer) is configured to interpret the video data, thereby deriving and mapping both the movements of the player and a virtualized 3D representation of the play area. Designated devices may receive data from more than one location, enabling multiple players at varying locations to play a networked videogame that may be built upon a shared space representing some or all of the real-world spaces of the locations. The video game is embedded with objects, some of which respond to the movements of the players and interact with other objects in accordance with rules of the video games. (US 8,419,545)
• System and method for using a handheld motion controller to manipulate an object within a two or three dimensional virtual environment, or one of the scenes in a three dimensional virtual environment. The controller generates sensor data sufficient to derive position and orientation of the controller in six degrees of freedom. (US 8,384,665)
• A motion sensitive controller generates sensor data sufficient to derive position and orientation of the controller in six degrees of freedom. In one embodiment, when selecting the portion of the 3D virtual environment, the controller generates a ray to an interaction of a display screen provided to display the 3D virtual environment, wherein the ray is further projected into the 3D virtual environment by a ray tracing technique as if the user had a real laser pointer that crosses from the physical world into the 3D virtual environment being displayed. Further a user is optionally to use a secondary input device to select one or more points or objects in a 3D space to control a distance along the ray being used. (US 9,261,968)

Motion Controllers for 3D Virtual Environments:
• System and method to control aspects of computer display games with a device that includes a self-contained inertial navigation system (INS) for interactive control by sensing and tracking the relative linear and angular motion of a movable controller. Importantly, the invention describes key blocker techniques for interacting with virtual environments by using motion-sensitive controllers that are accurately trackable across six axes—three-axis gyroscope and three-axis accelerometer. (US 8,251,821)
• Method and motion-sensitive controlling device that interprets orientation invariant motion and transforms readings from inertial sensors housed in the controller irrespective of orientation and independent from various possible grips by a user. (US 8,655,622)
• A game controller device for video gaming consoles, the sensing signals of which are sufficient to derive orientations and positions of the controller in six degrees of freedom. The controller does not require any attachment and is fully operable with one hand, although two controllers may be used simultaneously—one in each hand—and the invention is able to distinguish which hand is holding which controller. (US 8,795,077)
• Video gaming system includes a wireless controller that senses linear and angular acceleration to calculate paths of controller movement over a broad range of controller motion. The system also includes an electromagnetic alignment element, such as a set of LEDS. The controller includes an additional sensor to sense light from the LEDs over a relatively restricted range of controller motion, and use this sensed light to dynamically calibrate the controller when the controller passes through the restricted range of motion over which the sensor senses the light. (US 9,261,968)

Motion Control for Lifestyle/Home Entertainment Devices:
• System and method for developers and users to generate motion recognizers using machine learning techniques, without substantial programming, from arbitrary sample motions, which are not limited to a fixed set of well-known gestures, or those that occur substantially in a particular plane or predefined scope. The disclosed techniques have implications in any situation involving tuning characteristics of motion recognition to better fit the performance of an individual end user. (US 7,702,608)
• System and method for developers and users to tune motion recognizers, created and generated in advance by trained users, and loaded into a processing unit that receives motion signals from a plurality of motion sensors being manipulated by one or more end users to control a plurality of objects in a virtual environment, which may represent a remote scene or a video game. (US 7,899,772) In a related invention, some or all of the motion recognizers are tuned by the motion signals to make the motion recognizers more adaptive to the user. (US 8,051,024)
• System and method to generate ad-hoc personalized motion recognizers by a game player, or some other end user, that may be constantly updated, tuned or refined to expand their capability to recognize a broad mix of motion signals over time with no predefined gestures. By manipulating one or more motion sensitive devices, the user may control the objects in a virtual environment. Motion signals from each of the motion sensitive devices are recognized in accordance with the motion recognizers created in advance by the users, and several signals are used simultaneously to tune the motion recognizers or create additional motion recognizers. As a result, the motion recognizers are constantly updated to be more accommodating to the user(s). (US 9,050,528)
• System and method for core motion control inventions concerning the transformation of device-dependent motion signals to device-independent motion signals and their subsequent use for generalized motion recognition in interacting with virtual environments. (US 8,112,371)

Sample Forward Citing Companies: Airbus, Casio, Emotient, Inc., IBM, Lenovo, Nintendo, Nokia, Panasonic, Samsung, Seiko Epson, Sony, zSpace, Inc.

Due Diligence

Patent NumberFile History