Buy Somewhere Pty Ltd: Visualization System and Software Architecture Therefore

Pub. No.: WO/2018/081851 International Application No.: PCT/AU2017/000233
Publication Date: 11.05.2018 International Filing Date: 03.11.2017
IPC: G06T 7/00 (2017.01), G06T 13/00 (2011.01), G06T 15/00 (2011.01), G06T 17/00 (2006.01), A63F 13/00 (2014.01)

Applicants: BUY SOMEWHERE PTY LTD [AU/AU]; Level 2, 52 Oxford Street Darlinghurst NSW 2010 (AU)
Inventors: GRIFFITHS, Nicholas; (AU).
ROSE, Gareth; (AU).
Priority Data:  2016904498 03.11.2016 AU

Software Architechture Abstract

(EN)Disclosed is a method of presenting a stylised visual approximation of a scene to a user located at the scene; said method comprising inputting data from at least a first source to a remote processor; curating the data; transmitting polygon constructs corresponding to the data to a local processor operable by the user; the local processor driving a display which displays to the user a stylised visual approximation of the scene in part derived from the polygon constructs. Also disclosed is, in an environment representative of a physical environment, a method of display of objects comprising displaying selected first objects as a visual approximation of the first objects in the physical environment whilst displaying other selected second objects as a stylised visual approximation of the second objects in the physical environment.

(FR)L’invention concerne un procédé de présentation d’une approximation visuelle stylisée d’une scène à un utilisateur situé au niveau de la scène; ledit procédé comprenant l’entrée de données à partir d’au moins une première source vers un processeur à distance; la conservation des données; la transmission des constructions polygonales correspondant aux données à un processeur local utilisable par l’utilisateur; le processeur local commandant un affichage qui affiche à l’utilisateur une approximation visuelle stylisée de la scène en partie dérivée des constructions polygonales. L’invention concerne également, dans un environnement représentant un environnement physique, un procédé d’affichage d’objets comprenant l’affichage de premiers objets sélectionnés en tant qu’approximation visuelle des premiers objets dans l’environnement physique tout en affichant d’autres seconds objets sélectionnés en tant qu’approximation visuelle stylisée des seconds objets dans l’environnement physique.

Software Architechture Patent Background

The issue of presentation of data particularly but not only in a geographic context has been addressed in the prior art including in PCT/AU2002/00531 assigned to THE COMMONWEALTH OF AUSTRALIA. This citation describes a methodology for viewing a three dimensional virtual universe .

It has been observed that traditional mobile application multiplayer games are set in fictional or constructed environments with no correlation to any real-world geographic locations or the user locations.

Furthermore, such mobile application games typically use gameplay based on events and conditions generated by users or the game itself. These multiplayer games do not extract and analyse data in relation to how humans interact in a particular environment, and also how it describes its spatial locations and real-time events. User success or failure in such games is not tied to real-world geographic positions. These restricted gaming environments prevent integration of spatial knowledge, which shapes and controls the communication context between the game and the user. As such, there is a lack of context- awareness in many existing location based games.

Geo location-based mobile application games are relatively new in the industry. These mobile application games are known for their unpredictability as the game relies upon the user’s real location (or other location data) , as a means of input, or as a means of

generating/accessing game specific content. As such, these mobile application games provide players with distinct gaming experiences, not only from player-to-player but als from location-to-location, effectively increasing the game’s longevity and its possibilities. Existing games lac the ability to provide context-awareness and are largely based on fictional or constructed environments with no correlation to any real-world geographic locations or the user’s location. It would be advantageous to create a gaming experience wherein the real world is the game board and each player is a game token moving within the game. It would be advantageous to provide a new software

architecture to enable an interactive echolocation-based multiplayer mobile application where players interact to capture different kinds of properties that correspond to real world locations using their mobile devices.