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Небесная энциклопедия

Космические корабли и станции, автоматические КА и методы их проектирования, бортовые комплексы управления, системы и средства жизнеобеспечения, особенности технологии производства ракетно-космических систем

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Мониторинг СМИ

Мониторинг СМИ и социальных сетей. Сканирование интернета, новостных сайтов, специализированных контентных площадок на базе мессенджеров. Гибкие настройки фильтров и первоначальных источников.

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Форма поиска

Поддерживает ввод нескольких поисковых фраз (по одной на строку). При поиске обеспечивает поддержку морфологии русского и английского языка
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Применить Всего найдено 5068. Отображено 200.
14-06-2006 дата публикации

Three dimensional effects in an eye toy

Номер: GB0000608793D0
Автор:
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09-01-2019 дата публикации

Method and system for determining identifiers for tagging video frames with

Номер: GB0201819100D0
Автор:
Принадлежит:

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17-06-2020 дата публикации

Method and system for determining identifiers for tagging video frames with

Номер: GB0002579208A
Принадлежит:

Method of determining identifiers for tagging frames of an animation, comprising: obtaining data indicating motion of an animated object in a sequence of frames; detecting predetermined object motion in some of the frames; for a given frame, determining whether to associate with the predetermined motion, an identifier indicating an event to be triggered in response to the predetermined motion; in response, tagging the frames that comprise the detected predetermined motion with the identifier; wherein detecting predetermined motion and determining the corresponding identifier comprises inputting the obtained data to a machine learning model which is trained to map data indicating motion of an animated object to a corresponding identifier. Audio events, eg. synchronised sound effects, music, speech, footsteps, feet scuffing, clothing movement or rustling, may be triggered. In-game events, eg. characters jumping, changing pose, lying down, kneeling, wearing specific items, grabbing objects ...

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15-04-2011 дата публикации

PROCEDURE AND DEVICE FOR DISTRIBUTED SIMULATION

Номер: AT0000505887T
Принадлежит:

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15-05-2005 дата публикации

SYSTEM TO THE SIMULATION OF EVENTS IN A GENUINE ENVIRONMENT

Номер: AT0000295212T
Принадлежит:

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22-01-2001 дата публикации

Entertainment system, entertainment apparatus, recording medium, and program

Номер: AU0005707700A
Принадлежит:

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28-09-2017 дата публикации

User interface program and game program

Номер: AU2015241900B2
Принадлежит: Shelston IP Pty Ltd.

The present invention provides a user interface-related technology capable of providing a new gaming experience. A user interface program in accordance with the present invention is configured such that a displayed object behaves as an elastic body when a touch panel is operated, and the object is elastically deformed depending on a performed operation. For instance, when a slide operation is performed, the elastic object is displayed first at the point where the slide operation starts, and the elastic object is then displayed so as to extend while elastically deforming toward the point where the slide operation ends. Thereby, it is possible to simulate the experience of a hard case smartphone seemingly having elastic properties.

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22-09-2016 дата публикации

User interface program and game program

Номер: AU2015241900A1
Принадлежит: Shelston IP Pty Ltd.

The present invention provides a user interface-related technology capable of providing a new gaming experience. A user interface program in accordance with the present invention is configured such that a displayed object behaves as an elastic body when a touch panel is operated, and the object is elastically deformed depending on a performed operation. For instance, when a slide operation is performed, the elastic object is displayed first at the point where the slide operation starts, and the elastic object is then displayed so as to extend while elastically deforming toward the point where the slide operation ends. Thereby, it is possible to simulate the experience of a hard case smartphone seemingly having elastic properties.

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02-12-2010 дата публикации

SYSTEMS AND METHODS FOR APPLYING ANIMATIONS OR MOTIONS TO A CHARACTER

Номер: CA0002760210A1
Принадлежит:

An virtual character such as an on-screen object, an avatar, an on-screen character, or the like may be animated using a live motion of a user and a pre-recorded motion. For example, a live motion of a user may be captured and a pre-recorded motion such as a pre-recorded artist generated motion, a pre-recorded motion of the user, and/or a programmatically controlled transformation may be received. The live motion may then be applied to a first portion of an the virtual character and the pre-recorded motion may be applied to a second portion of the virtual character such that the virtual character may be animated with a combination of the live and pre-recorded motions.

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02-05-2019 дата публикации

VR DEVICE FOR GENERATING AND DISPLAYING A VIRTUAL REALITY

Номер: CA0003073336A1
Принадлежит: AVENTUM IP LAW LLP

The invention relates to a VR-device for producing and displaying a virtual reality, comprising a VR-section (12) inside which at least one user (16) and at least one object (18) can move freely, said VR-device comprising means by means of which a virtual reality corresponding to the position and the movements of the user (16) and the object (18) in the VR-section (12) can be produced and can be displayed on a head-mounted display (21) for the user (16), according to the position and the movement of the user (16) in the VR-section (12), as well as a position detection device (24) for detecting the position and the movements of the user (16) and the object (18) in the VR-section (12), the object (18) having a surface provided with haptics adapted to the haptics anticipated according to the virtual reality.

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23-04-2020 дата публикации

METHOD AND SYSTEM FOR BEHAVIOR GENERATION WITH A TRAIT BASED PLANNING DOMAIN LANGUAGE

Номер: CA3116815A1
Принадлежит:

A method for generating behavior with a trait-based planning domain language is disclosed. A world model of a dynamic environment is created. The world model includes data defining a state for the world model. The data defining the state includes data describing objects within the environment. Input to update the state for the world model is received. The input includes data to change the state and data defining a goal for a future state. A machine-learning model is used to generate a planning state from the state for the world model. The planning state includes a plurality of planning domain objects and associated traits. Based on instructions associated with an action, one or more of modifying values within a trait associated with the planning domain object, adding a trait to the planning domain object, or removing a trait from the planning domain object are performed.

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26-11-2019 дата публикации

Game recording processing method and device

Номер: CN0106039710B
Автор:
Принадлежит:

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30-07-1997 дата публикации

Image processor and game machine using the same

Номер: CN0001155935A
Принадлежит:

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17-02-2016 дата публикации

게임 프로그램을 지속적으로 저장하는 기록매체 및 정보처리 장치

Номер: KR1020160018587A
Автор: 와타베, 요시키
Принадлежит:

... 플레이어 캐릭터의 이동에 관한 조작성을 향상시키는 것을 하나의 목적으로 한다. 본 발명에 관한 게임 프로그램은, 게임 필드 상에서 플레이어 캐릭터의 자동 이동을 개시시키기 위한 조작 입력을 플레이어로부터 받아들인 때에, 상기 게임 필드 상의 상기 플레이어 캐릭터를, 상기 게임 필드에 설정된 목적지에 관한 정보인 목적지 정보에 기초하여, 제1 목적지를 향해 자동적으로 이동시키는 자동 이동 처리, 상기 플레이어 캐릭터의 자동 이동 중에 목적지를 변경하기 위한 조작 입력을 상기 플레이어로부터 받아들인 때에, 상기 목적지 정보에 기초하여, 상기 제1 목적지를 제2 목적지로 변경하는 목적지 변경 처리, 상기 게임 필드 상을 상기 제1 목적지를 향해 이동하고 있는 상기 플레이어 캐릭터를, 상기 제2 목적지를 향해 자동적으로 이동시키는 자동 이동 처리부를 컴퓨터에서 실행시킨다.

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11-04-2003 дата публикации

An image generating device, an image generating method, a readable storage medium storing an image generating program and a video game system

Номер: TW0000527201B
Автор:
Принадлежит:

A game progress control means 61 administers positions of player characters and a referee character using positions corresponding to their waists. A shadow image generating means 62 generates shadow images of all the player characters and the referee character who appear on the screen of the monitor 2. A density setting means 63 sets the density of each shadow image based on the position of the appearing character on a soccer field using an x-coordinate of his waist. Accordingly, the shadow images of specified densities belonging to the individual appearing characters can be generated by simple calculation.

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11-09-2001 дата публикации

Record medium and entertainment system

Номер: TW0000453888B
Автор:
Принадлежит:

An entertainment system and a recording medium on which a system is recorded that makes it possible for a character in a game space to handle an object so that a player can make with respect to an operation device of the entertainment system a movement that is related to the actual way an object is handled. A game is played in the entertainment system in accordance with this program. Commands by a player are input from an input operation system 70. Mounted in an optical disk device built into an optical disk controller 80 of the entertainment system is a CD-ROM on which is recorded a program by which, using his fingers, the player moves operation parts of the input operation device with movements which are related to the way in which objects are actually handled by characters in a game space, thereby analogously moving the object of the character in the game space in two dimensions. A control system 30 controls the actions of player characters on a display screen based on the program from ...

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12-03-2002 дата публикации

Video game apparatus, method of computing amount of take-up of string in video game, and computer-readable storage medium storing program for computing amount of take-up of string in video game

Номер: US0006354948B1
Принадлежит: Konami Co., Ltd., KONAMI CO LTD, KONAMI CO., LTD.

A video game implementing a fishing game employs a fishing line operated by a fisher character under the control of a game player. A take-up amount computing unit performs a cumulative processing to add a predetermined amount of take-up of the fishing line, each time an operation determining unit determines that the state of a take-up button has been changed from off to on state or that the state of tilt of a stick controller has been changed. Therefore, the fishing line is taken up at a high speed when the take-up button is struck at a high frequency or when the stick controller is rotationally operated at a high speed.

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01-04-2003 дата публикации

Picture processing device, picture processing method, and game device and storage medium using the same

Номер: US0006542155B1

The present invention provides a picture processing device capable of realizing a detailed shape and pattern of a display object having a plurality of elements and located at a distance far from a viewpoint. The picture processing device changes the number of elements of the display object based on the distance between the viewpoint and the display object and it determines whether attributes of the display object have changed. The picture processing device determines whether attributes of the display object have changed based on whether the display object has become an object of operation.

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15-11-2018 дата публикации

GAME PROCESSING PROGRAM, GAME PROCESSING METHOD, AND GAME PROCESSING DEVICE

Номер: US20180326305A1
Принадлежит: GREE, INC.

A game processing device determines, for a moving object in a game field, a first region in which a first operation performed on the moving object is valid. The first region is set in the game field in a movable region of the moving object. Further, the game processing device determines validity of the first operation based on the first region and a position of the moving object. In addition, the game processing device validates a second operation that is different from the first operation performed on the moving object if the first region reaches a second region that is within the first region.

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13-12-2017 дата публикации

Система и способ моделирования поведения игровых элементов во время удаленной игры

Номер: RU2638518C1

Изобретение предназначено для визуализации моделирования физических процессов. Технический результат настоящего изобретения заключается в повышении точности моделирования поведения игровых элементов. Еще один технический результат настоящего изобретения заключается в улучшении точности визуализации на стороне пользователя поведения игровых элементов. Еще один технический результат настоящего изобретения заключается в увеличении точности обратной связи игрового манипулятора, имитирующего силовое воздействие на игровые элементы за счет формирования физического игрового поля и игровых элементов, оказания силовых воздействий на сформированные игровые элементы и изменения состояния игрового манипулятора на основании параметров поведения игровых элементов, на которые было осуществлено силовое воздействие. Еще один технический результат заключается в повышении точности передаваемой позиции игровых элементов в момент передачи хода игры во время удаленной игры по меньшей мере двух игроков, который ...

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10-01-2007 дата публикации

УСТРОЙСТВО ДЛЯ РАЗВЛЕЧЕНИЯ, НОСИТЕЛЬ ДАННЫХ И СПОСОБ ОПРЕДЕЛЕНИЯ ПОГОДЫ

Номер: RU2001133731A
Принадлежит:

... 1. Устройство для развлечения, определяющее погоду в виртуальном пространстве, которое отображается на экране дисплея, имеющее средство определения глобальной погоды, служащее для определения через заданные промежутки времени погоды в каждой глобальной области, образованной в результате деления карты, отображающей все упомянутое виртуальное пространство, на множество глобальных областей, в котором упомянутую погоду определяют в соответствии с моделью поведения, задающей состояние рассматриваемой глобальной области, с учетом предварительно заданной информации об упомянутой глобальной области, а упомянутое состояние определяют на основе циклически меняющегося явления, средство определения локальной погоды, служащее для определения через заданные промежутки времени погоды в каждой локальной области, образованной в результате деления каждой глобальной области на множество локальных областей, в котором упомянутую погоду определяют в соответствии погодными условиями в рассматриваемой глобальной ...

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30-12-2010 дата публикации

Kommunikationsspielprogramm und Kommunikationsspielsystem

Номер: DE602006018238D1
Принадлежит: NINTENDO CO LTD, NINTENDO CO. LTD.

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19-07-2012 дата публикации

Videospiel durch Fingerklopfen

Номер: DE102011008950A1
Принадлежит:

Die Erfindung betrifft ein Videospielsystem für wenigstens einen Spieler mit einer Datenverarbeitungseinrichtung, insbesondere einem mobilen Endgerät (9), zum Laden eines Spielprogramms, mit einem Bildschirm (11) zur Anzeige wenigstens einer dem jeweiligen Spieler zugeordneten Bildschirmfigur (12), die zur Ausführung einer rhythmisch fortlaufenden Bewegung in unterschiedlichen Geschwindigkeiten bestimmt ist, mit einem mit der Datenverarbeitungseinrichtung (9) datenleitend in Verbindung stehenden Mikrofon (10), wobei das Spielprogramm einen Erkennungsalgorithmus für zeitlich voneinander beabstandete mit dem Mikrofon (10) detektierbare Klopflaute (1, 2, 3, 4) aufweist und erkannten Klopflauten (1, 2, 3, 4) jeweils ein die Geschwindigkeit der Bewegung der Bildschirmfigur (12) bestimmendes elektronisches Steuersignal (30) zuordnet.

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08-05-2002 дата публикации

VERFAHREN UND VORRICHTUNG ZUR RICHTUNGSSTEUERUNG EINES OBJEKTES

Номер: DE0069523717T2
Принадлежит: SEGA CORP, SEGA CORP., TOKIO/TOKYO

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28-11-2012 дата публикации

Spielevorrichtung für ein virtuelles Rennspiel

Номер: DE202012009352U1
Автор:

Spielevorrichtung (20) zur Ausführung eines Rennspiels, bei dem ein Spieler einen virtuellen Fahrzeugavatar (32) auf einer virtuellen Fahrbahn (31) bewegt, wobei die Spielevorrichtung (20) aufweist: eine Speichereinheit (23) zum Speichern eines Computerprogramms, das Anweisungen zur Ausführung des Rennspiels umfasst; eine Eingabeeinheit (25) zum Empfangen von Steuerbefehlen des Spielers; eine Anzene Steuereinheit (21), die eingerichtet ist, gemäß dem Computerprogramm die virtuelle Fahrbahn zu erzeugen, in Antwort auf die Steuerbefehle des Spielers den virtuellen Fahrzeugavatar auf der virtuellen Fahrbahn (31) zu bewegen und die Darstellung der virtuellen Fahrbahn (31) und des virtuellen Fahrzeugavatars (32) auf der Anzeigeeinheit (22) zu steuern; dadurch gekennzeichnet, dass die Spieleeinrichtung (20) weiter eine Kommunikationseinrichtung (24) aufweist, die eingerichtet ist, mit einem Kraftfahrzeug (10) zu kommunizieren und von dem Kraftfahrzeug (10) zumindest einen Fahrzeugparameter zu ...

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19-10-1983 дата публикации

VIDEO GAMES

Номер: GB0008324980D0
Автор:
Принадлежит:

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09-04-2020 дата публикации

VR-device for producing and displaying a virtual reality

Номер: AU2018356316A1
Принадлежит: Franke Hyland Pty Ltd

The invention relates to a VR-device for producing and displaying a virtual reality, comprising a VR-section (12) inside which at least one user (16) and at least one object (18) can move freely, said VR-device comprising means by means of which a virtual reality corresponding to the position and the movements of the user (16) and the object (18) in the VR-section (12) can be produced and can be displayed on a head-mounted display (21) for the user (16), according to the position and the movement of the user (16) in the VR-section (12), as well as a position detection device (24) for detecting the position and the movements of the user (16) and the object (18) in the VR-section (12), the object (18) having a surface provided with haptics adapted to the haptics anticipated according to the virtual reality.

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17-04-2014 дата публикации

Method and system to analyze sports motions using motion sensors of a mobile device

Номер: AU2012329114A1
Принадлежит:

A method and system (100) to analyze sports motions using the motion sensors of a mobile device (10), such as a smart phone, is provided. This method and system (100) uses the mobile device (10) motion sensor output to define the impact point with a virtual object, such as a golf ball, baseball or tennis ball. The motion sensor signature of the sports motion is analyzed for characteristics, specific to each type of sports motion. Methods and systems are disclosed using multiple sensors outputs in a mobile device to compute the impact point with a virtual object, such as a golf ball, baseball, tennis ball. Further, a method is disclosed where moving virtual sports objects interact with virtual sports motions and the responsive outputs are displayed on the mobile device (10) and/or any Web-enabled display device.

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16-02-2017 дата публикации

VIRTUAL AREA GENERATION AND MANIPULATION

Номер: CA0002995417A1
Принадлежит:

Techniques for virtual area generation and manipulation are described herein. The described techniques may be used, for example, for virtual areas in electronically presented content items, such as video games and other media items. In some examples, one or more interfaces may be provided that allow content developers to provide and specify a set of rules associated with the virtual area. The set of rules may include, for example, terrain rules, object rules, and other rules associated with other aspects of the virtual area. The terrain rules may include rules for generating, distributing, and/or manipulating different types of terrain, such as such as flat and/or buildable space, mountains, valleys, berms, rivers, lakes, oceans, deserts, forests, and many others. The object rules may include rules for generating, distributing, and/or manipulating different types of objects, such as trees, bushes, rocks, snow, grass, fish, birds, animals, people, vehicles, buildings, and others.

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06-11-2018 дата публикации

SYSTEMS AND METHODS FOR APPLYING ANIMATIONS OR MOTIONS TO A CHARACTER

Номер: CA0002760210C

An virtual character such as an on-screen object, an avatar, an on-screen character, or the like may be animated using a live motion of a user and a pre-recorded motion. For example, a live motion of a user may be captured and a pre-recorded motion such as a pre-recorded artist generated motion, a pre-recorded motion of the user, and/or a programmatically controlled transformation may be received. The live motion may then be applied to a first portion of an the virtual character and the pre-recorded motion may be applied to a second portion of the virtual character such that the virtual character may be animated with a combination of the live and pre-recorded motions. > ...

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09-12-1999 дата публикации

RECORDED MEDIUM AND ENTERTAINMENT SYSTEM

Номер: CA0002298452A1
Принадлежит:

A recorded medium on which is recorded a program by which a character in a game space can handle an object according to a movement concerning the primary handling of the object and given an operating device by the player, and an entertainment system for proceeding a game according to such a program. A command given by a player is inputted through an input operating system (70). A CD-ROM is loaded in an optical disk device in an optical disk controller (80). Recorded on the CD-ROM is a program by which an object of a character in a game space can be moved on a two-dimensional plane in an analog manner in accordance with a movement concerning the primary handling of the object through the operation of the operating element of the input operating device by means of the player's finger. A control system (30) controls the movement of the player character on the display screen according to the program and the command inputted through the input operating system (70).

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06-08-2019 дата публикации

Method and apparatus for processing haptic feedback

Номер: CN0110100222A
Автор:
Принадлежит:

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15-02-2017 дата публикации

Action modeling apparatus and method, and program

Номер: CN0103403767B
Автор:
Принадлежит:

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16-10-2011 дата публикации

System and method for simulating basketball actions

Номер: TW0201134530A
Принадлежит:

The present invention provides a system for simulating basketball actions. The system may be applied in an electronic device, and include a storage device operable to store multiple groups of original wave data, which are generated by handholding the electronic device to simulate basketball actions; a setting module operable to construct a three dimension (3D) coordinate system, and set a standard ratio; a detection module operable to detect movement data of the electronic device in the 3D coordinate system using an accelerator sensor of the electronic device; a conversion module operable to convert the movement data to wave data; a comparison module operable to determine a group of original wave data matched with the converted wave data; and a prompt module operable to prompt a user a name of the simulated basketball action according to a name of the determined group of original wave data. A related method is also disclosed.

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21-12-2006 дата публикации

Game software and game machine

Номер: TWI268797B
Автор:
Принадлежит:

Disclosed are a game software and a game machine. A process for controlling sound-producing produces predetermined sound according to a distance between a position for obtaining an invisible item and an operation character, to be computed by process for computing item distance, and outputs from sound output means. A process for obtaining invisible item executes a processing for obtaining invisible item for a corresponding operation character in such a state that the distance becomes a predetermined value or lower. Then, the perception of a player through hearing sense concerning acquisition of an item can be introduced as an element of the game. So, the player can search the item with assistance of predetermined sound produced, thereby increasing a fun of the game.

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24-01-2013 дата публикации

COMPUTER PROGRAM PRODUCT

Номер: US20130023314A1

An object of the present invention is to propose image processing technology whereby even a player with a low skill level can enjoy a shooting game with more excitement. To achieve this object, according to the present invention, if a player outputs a slow regeneration request signal when processing transits to the status where an enemy-character is about to fire a bullet, the enemy-character and the bullet fired by the enemy-character are regenerated slowly. By this, the player can aim at the bullet with extra time.

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18-08-2020 дата публикации

Storage medium, information processing apparatus, image processing method, and information processing system

Номер: US0010744410B2

This storage medium is a non-transitory storage medium storing an image processing program that can be read by a computer of an information processing apparatus. The image processing program causes a computer to execute steps of: controlling a virtual camera in a virtual space; and reading out, from the storage medium, an object, among objects recorded in the storage medium as objects present in the virtual space, that on the basis of at least a distance from the virtual camera is newly selected as the virtual camera moves, and holding the object in memory of the computer.

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08-09-2015 дата публикации

Safety scheme for gesture-based game system

Номер: US0009126115B2
Автор: Seungil Kim, KIM SEUNGIL

Technologies are generally described for a safety scheme for a gesture-based game. In some examples, a method performed under control of a gesture-based game system may include determining whether an obstacle exists within a playing space associated with a game being currently played on the gesture-based game system, and generating in a display area associated with the game a barrier image associated with the obstacle.

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21-10-2021 дата публикации

METHOD AND SYSTEM FOR POPULATING A DIGITAL ENVIRONMENT USING A SEMANTIC MAP

Номер: US20210327112A1
Принадлежит:

A method of populating a digital environment with digital content is disclosed. Environment data describing the digital environment is accessed. Populator data describing a populator digital object is accessed. The populator data includes semantic data describing the populator digital object. The populator digital object is placed within the digital environment. A semantic map representation of the populator digital object is generated. The semantic map representation is divided into a plurality of cells. A target cell of the plurality of cells is selected as a placeholder in the digital environment for a digital object that is optionally subsequently instantiated. The selecting of the target cell is based on an analysis of the environment data, the populator data, and the semantic map representation. Placeholder data is recorded in the semantic map representation. The placeholder data includes properties corresponding to the digital object that is optionally subsequently instantiated.

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04-05-2017 дата публикации

AUGMENTED REALITY GAMING SYSTEMS AND METHODS

Номер: US20170120148A1
Принадлежит:

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.

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02-09-2003 дата публикации

Rotary device for game machine and game machine with rotary device

Номер: US0006612929B2

A rotary device for a game machine, comprises a rotatable member rotatable by a game player, a rotatable shaft having the rotatable member mounted thereon, a bias unit for biasing the rotatable shaft to its neutral position thereof, and a braking unit having a contacting member and a contacted member which are opposed to each other and adapted to give a rotational resistance to the rotatable shaft based on a contact resistance created by a variation of a distance between the contacting member and the contacted member.

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22-09-2020 дата публикации

Virtual reality collision interpretation

Номер: US0010780349B2

A rhythm-based video game (“game”) is disclosed. In the game, a player slashes blocks representing musical beats using a pair of energy blades resembling a lightsaber. A gaming console renders multiple digital objects, e.g., digital blocks, digital mines and digital obstacles, that are approaching a player in a virtual space. The gaming console also renders a digital representation of an instrument, e.g., a lightsaber (“digital saber”), using which the player slashes, cuts or otherwise interacts with the digital blocks to cause a digital collision between the digital saber and the digital blocks. The player can score by slashing the digital blocks, not hitting the digital mines and avoiding the digital obstacles. The game presents the player with a stream of approaching digital objects in synchronization with music, e.g., a song's beats, being played in the game. The pace at which the digital blocks approach the player increases with the beats.

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24-06-2021 дата публикации

RECORDING MEDIUM AND GAME CONTROL METHOD

Номер: US20210187395A1
Автор: Takeshi INABA
Принадлежит:

A game control method realizes an electronic game that proceeds as a result of objects being arranged in a game field. The method comprises: arranging an object; determining whether or not a group of unit elements arranged adjacent to each other in the game field forms a predetermined shape; managing a region including the group of unit elements that forms the predetermined shape as an erasure-determined region; erasing, from the game field, the group of unit elements included in the erasure-determined region, of groups of unit elements arranged in the game field, if the erasure-determined region satisfies a predetermined condition, and leaving unit elements not included in the erasure-determined region; and performing control such that a new arrangement object can be arranged in squares from which the group of unit elements have been erased.

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19-07-2007 дата публикации

Method and system for renewing screen using mechanics information

Номер: US2007167231A1
Автор: KIM DAE I, KIM DAE I.
Принадлежит:

A screen update method and system is provided. The game server performs the steps of: receiving dynamics information from a first gamer's terminal; and transmitting the received dynamics information to at least one second gamer's terminal. The first gamer's terminal performs the steps of: performing dynamics computation by using the dynamics information; and updating a display screen displayed on a display unit of the first gamer's terminal provided by the game server by using result information of the dynamics computation. The second gamer's terminal performs the steps of: performing dynamics computation by using the received dynamics information; and updating a display screen displayed on a display unit of the second gamer's terminal provided by the game server by using result information of the dynamics computation performed in the second gamer's terminal.

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04-02-2020 дата публикации

Interactive system and method

Номер: US0010549197B1

A system and method for receiving an ordered set of images and analyzing the images to determine at least one position in space and at least one motion vector in space and time for at least one object represented in the images is disclosed. Using these vectors, a four dimensional model of at least a portion of the information represented in the images is formulated. This model generally obeys the laws of physics, though aberrations may be imposed. The model is then exercised with an input parameter, which, for example, may represent a different perspective than the original set of images. The four dimensional model is then used to produce a modified set of ordered images in dependence on the input parameter and optionally the set of images, e.g., if only a portion of the data represented in the images is modeled. The set of images may then be rendered on a display device.

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20-02-2020 дата публикации

OBJECT SELECTION METHOD, TERMINAL AND STORAGE MEDIUM

Номер: US20200054947A1
Автор: Dong Wu, WU DONG, Wu, Dong

An object selection method, applied to a terminal, is provided. A graphic user interface including at least one virtual object is displayed. At least one candidate virtual object to which a skill is released, is determined from the at least one virtual object according to an object selection instruction, to obtain a candidate object set. A deviation parameter of each candidate virtual object in the candidate object set is obtained, the deviation parameter being relative to a reference object. At least one target virtual object to which the skill is released is selected, from the candidate object set according to the deviation parameter.

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26-01-2023 дата публикации

Systems and Methods for Imparting Dynamic and Realistic Movement to Player-Controlled Avatars in Video Games

Номер: US20230028537A1
Принадлежит:

Systems and methods are described for imparting dynamic, non-linear and realistic movement and look and feel to a player's/virtual character's first-person limbs and hand-held object model, and procedurally animating a first-person virtual camera such that it simulates the movement of a camera handheld by the player/virtual character. To impart chaotic or random motion to the first-person limbs and hand-held object model a first module defines and implements first and second two dimensional mass-spring-damper systems, each of which is linked to the player's/virtual vector's view vector. Procedural animation or rotational shake is implemented by a second module by applying a coherent noise function to each of the six axes of the first-person virtual camera.

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26-01-2023 дата публикации

ROUTE GENERATION SYSTEM WITHIN A VIRTUAL ENVIRONMENT OF A GAME APPLICATION

Номер: US20230025389A1
Принадлежит:

The systems and processes described herein can provide dynamic and realistic route generation based on actual route data within the game environment. The system provides for generating a route database for use with a sports simulation game application. The present disclosure also provides for generation of routes during runtime of the game application. The route generation system can help address the problem of generating realistic and lifelike routes based on real life movements of athletes.

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28-05-2014 дата публикации

Номер: JP0005506129B2
Автор:
Принадлежит:

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17-06-2015 дата публикации

ゲーム装置、対戦制御方法、および、プログラム

Номер: JP0005734907B2
Принадлежит:

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20-08-2016 дата публикации

УСТРОЙСТВО И СПОСОБ МОДЕЛИРОВАНИЯ УСКОРЕНИЙ

Номер: RU2595229C2

Группа изобретений относится к способу и устройству для моделирования ускорений для человека. Для моделирования ускорений генерируют основное ускорение за счет вращения человека на расстоянии вокруг главной оси и за счет вращения и позиционирования вокруг трех вспомогательных осей, проходящих через центр области человека. Вращением вокруг вспомогательных осей компенсируют силы, возникающие при изменении величины и направления основного ускорения. Позиционированием и вращением вокруг трех вспомогательных осей уменьшают силы, возникающие при вращении вокруг вспомогательных осей. Устройство для моделирования ускорений содержит три опорных элемента, устройство фиксации для человека, блок управления, расположенных определенным образом с возможностью вращения определенным образом опорных элементов. Обеспечивается качество моделирования ускорений. 2 н. и 18 з.п. ф-лы, 6 ил.

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01-10-2020 дата публикации

KONFIGURIEREN VON ZIELEFFEKTOREN FÜR UMGEBUNGEN DER SYNTHETISIERTEN REALITÄT

Номер: DE112019000474T5
Принадлежит: APPLE INC, Apple Inc.

In einigen Implementierungen schließt ein Verfahren das Erhalten eines Satzes von vorgegebenen Attributwerten für einen Zieleffektor ein. In einigen Implementierungen schließt das Verfahren während des Anzeigens einer Benutzerschnittstelle, die eine Vielzahl von Konfigurationssteuerungs-Affordances einschließt, die dazu bereitgestellt sind, die Konfiguration von einem oder mehreren den Zieleffektor charakterisierenden Attributen zu bewirken, als Reaktion auf das Empfangen eines Eingangs, der die Manipulation einer ersten Konfigurationssteuerungs-Affordance angibt, das Einstellen eines entsprechenden ersten Attributs auf einen bestimmten vorgegebenen Attributwert und das Modifizieren der Anzeige der Vielzahl der Konfigurationssteuerungs-Affordances zum Ändern der Anzahl der Vielzahl von angezeigten Konfigurationssteuerungs-Affordances ein. In einigen Implementierungen schließt das Verfahren das Konfigurieren des Zieleffektors mindestens auf der Basis des bestimmten vorgegebenen Attributwerts ...

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18-03-2010 дата публикации

Spielprogramm und Spielvorrichtung

Номер: DE602005019131D1
Принадлежит: NINTENDO CO LTD, NINTENDO CO. LTD.

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15-06-2005 дата публикации

Three dimensional effects in an eye toy

Номер: GB0000509172D0
Автор:
Принадлежит:

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15-10-2007 дата публикации

INTERLACED TRANSACTION SIMULATION SYSTEM WITH DIVIDED MEMORY

Номер: AT0000374495T
Принадлежит:

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15-02-2012 дата публикации

PROCEDURE AND DEVICE FOR DISTRIBUTED SIMULATION

Номер: AT0000544281T
Принадлежит:

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31-07-2001 дата публикации

Simulation game apparatus for motor race and its shaking device

Номер: AU0003062101A
Автор: KIM OCK-JOON, OCK-JOON KIM
Принадлежит:

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12-08-1986 дата публикации

VIDEO GAME WITH CONTROL OF RATE OF MOVEMENT OF GAME OBJECTS

Номер: CA1209700A
Принадлежит: COLECO IND INC, COLECO INDUSTRIES, INC.

A video game including a player operated means for controlling the velocity and direction of movement of a game object. The game player may generate a pulse train having a pulse repetition rate proportional to the desired velocity of the game object. A numerical value of the pulse rate as a function of a clock signal is established, and the numerical value is utilized to change the address of the game object in a video memory so that in successive frames of a video display the game object moves across the display screen.

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01-03-2019 дата публикации

METHOD AND SYSTEM FOR RENDERING VIDEO GAME IMAGES

Номер: CA0002984295A1
Принадлежит: SMART & BIGGAR

A method comprises producing image frames representing evolution of a scene in a field of view of a virtual camera in a virtual environment; and rendering in the image frames an appearance of movement of an environment element in the scene in correspondence with movement of the virtual camera within the virtual environment. In another method the virtual environment may include a virtual camera, an object of interest and an environment element of which at least a portion is located between the virtual camera and the object of interest. The method may comprise producing a sequence of image frames representing evolution of a scene, and over the course of multiple image frames, rendering an appearance of movement of the portion of the environment element to expose more of the object of interest in at least part of the scene previously occupied by the portion of the environment element that was moved.

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11-12-2000 дата публикации

TARGET-GAME EXECUTION METHOD, GAME MACHINE, AND RECORDING MEDIUM

Номер: CA0002311167A1
Принадлежит:

A portable game machine electronically executes target games and has an input unit, a game processing unit, and a display unit in a housing. A plurality of targets to be hit are displayed on the display unit. First pitching data concerning the vertical displacement of a ball and second pitching data concerning the horizontal displacement of a ball are successively input by a game player through operation keys provided for the input unit. By using the information of the first pitching data and the second pitching data, the game processing unit determines whether the ball has hit one of the targets. Based on the determination result, an image of the target after the ball has been thrown is displayed on the display unit.

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04-05-2011 дата публикации

Game system, control method thereof and game device

Номер: CN0101213002B
Принадлежит:

When a player operates a gun unit (56) and emits a bullet toward an enemy character, a CPU (511) of a game device (50) generates trajectory information and transmits it to an echo server. Upon reception of the trajectory information from the echo server, the CPU (511) generates information indicating whether the bullet successfully hits the enemy or not according to the position information on the player character and the received trajectory information. When the game device (50) is specified as an echo server, the game information generated by the game device (50) and the game information received from the enemy game device are transmitted in this order to the enemy game device (5).

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07-03-2012 дата публикации

SYSTEMS AND METHODS FOR APPLYING ANIMATIONS OR MOTIONS TO A CHARACTER

Номер: KR1020120020137A
Автор:
Принадлежит:

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09-07-2018 дата публикации

이동 궤적을 결정하는 방법, 및 사용자 장비

Номер: KR1020180078297A
Автор: 양, 판
Принадлежит:

... 이동 궤적을 결정하는 방법은 사용자 장비(30, 40)가 제1 시뮬레이션 객체의 객체 명령어에 의해 제2 시뮬레이션 객체 상에 작용되는 기능 효과를 결정하는 단계; 사용자 장비(30, 40)가 미리 설정되는 궤적 템플릿 세트로부터 기능 효과에 대응하는 궤적 템플릿을 취득하고, 제2 시뮬레이션 객체가 위치되는 시뮬레이션 환경에 관한 정보를 취득하는 단계; 및 사용자 장비(30, 40)가 시뮬레이션 환경 정보 및 궤적 템플릿 정보에 따라 제2 시뮬레이션 객체의 이동 궤적을 결정하는 단계를 포함한다.

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03-07-2009 дата публикации

IMAGE CREATING DEVICE, LOAD DISPLAY METHOD, AND MEDIUM FOR RECORDING THE PROGRAM

Номер: KR0100906069B1
Автор:
Принадлежит:

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11-10-2013 дата публикации

GAME SYSTEM, SERVER DEVICE, PROGRAM, AND GAME METHOD

Номер: KR1020130111917A
Автор:
Принадлежит:

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02-04-2010 дата публикации

IMAGE CREATING DEVICE, IMAGE CREATING METHOD, AND COMPUTER-READABLE INFORMATION RECORDING MEDIUM HAVING A PROGRAM RECORDED THEREON

Номер: KR0100950835B1
Автор:
Принадлежит:

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05-11-2012 дата публикации

INPUT DEVICE, INPUT METHOD, AND INFORMATION RECORDING MEDIUM

Номер: KR0101195766B1
Автор:
Принадлежит:

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23-04-2002 дата публикации

Virtual image generation apparatus and method

Номер: US0006377277B1

A virtual image generation apparatus comprising shape data memory for storing shape data pertaining to obstacles and the like, position data specifier for specifying position data for the subjects, overlap determiner for determining, on the basis of shape data and position data, whether or not physical objects located between a visual point and a subject should overlap and be visible from the visual point, and image generator for generating virtual images wherein physical objects are processed by prescribed show-through processing (mesh processing, translucent processing, or the like) when it is determined that an overlapping state exists. Accurate overlap determinations can be made using a vector that extends from the visual point towards an object and a vector that extends from an obstacle towards the object, and mesh processing or other show-through processing used to produce a suitable display of the subject obscured by a physical object.

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04-10-2011 дата публикации

Apparatus for position detection using multiple antennas

Номер: US0008031121B2

An apparatus includes a transmitter and a receiver device, which includes a receiver section and a processing module. The transmitter transmits a high carrier frequency signal. The receiver section includes first and second antennas that have an antenna radiation relationship for receiving the high carrier frequency signal. A receiver module of the receiver section determines first and second signal properties of the received high carrier frequency signal. The processing module determines a position of the receiver device with respect to the transmitter based on the first and second signal properties and maps the position to a coordinate system.

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05-09-2006 дата публикации

Object display system in a virtual world

Номер: US0007101284B2

An apparatus for displaying an object such as a billboard in a virtual world is provided. An input history of a user's operation for moving a character in the virtual world is obtained. The movement track of the character in the virtual world is also obtained. The position and direction of the billboard are changed according to the input history and the movement track so that the billboard is visible to the user. For instance, on a street where the user is expected to move at a high speed, the direction of the billboard is changed so that its display surface can face the front of the character and the billboard is displayed in a position far away from the user's viewing position.

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23-04-2020 дата публикации

METHOD AND SYSTEM FOR A BEHAVIOR GENERATOR USING DEEP LEARNING AND AN AUTO PLANNER

Номер: US20200122039A1
Принадлежит:

A method of behavior generation is disclosed. Planning state data in a planning domain language format is received and a state description and an associated action description based on the planning state data are generated. The state description and the associated action description are parsed into a series of tokens for a machine learning encoded state and associated ML encoded action. The series of tokens describe the state and the action. The ML encoded state and ML encoded action is processed with a recurrent neural network to generate an estimate of a value of the state description and the action description. Output of the RNN is taken as input into a neural network to generate a value estimate for a state-action pair. A plan that includes a plurality of sequential actions for an agent is generated. The plurality of sequential actions is chosen based on at least the value estimate.

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24-12-2009 дата публикации

PHYSICS SIMULATION-BASED INTERACTION FOR SURFACE COMPUTING

Номер: US2009315839A1
Принадлежит:

The claimed subject matter provides a system and/or a method that facilitates enhancing interactive surface technologies for data manipulation. A surface detection component can employ a multiple contact surfacing technology to detect a surface input, wherein the detected surface input enables a physical interaction with a portion of displayed data that represents a corporeal object. A physics engine can integrate a portion of Newtonian physics into the interaction with the portion of displayed data in order to model at least one quantity related associated with the corporeal object, the quantity is at least one of a force, a mass, a velocity, or a friction.

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13-03-2012 дата публикации

Game apparatus, game message displaying method and storage medium storing game program

Номер: US0008133117B2

A game apparatus includes a CPU, and in the game apparatus, letters are displayed as visual support for a sound generated by a message generating object. When a game message is displayed, a distance between the message generating object and a player object is calculated. Then, a form of the letters to be displayed on a billboard is changed depending upon the calculated distance. The form to be changed is, for example, transparency and a size of the letters. Thus, a game image in which the form of the letters is changed depending upon the distance between the player object and the message generating object is displayed.

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05-01-2021 дата публикации

Light simulation for augmented reality applications

Номер: US0010885701B1
Принадлежит: Amazon Technologies, Inc., AMAZON TECH INC

An augmented reality (AR) application allows for the specification of various lighting conditions, or lighting states, that can be simulated for an augmented reality view of a scene. This can include, for example, specifying a time of day to cause the view to be rendered with a specific amount of sunlight, or specifying a state of various light sources that can impact the illumination of the scene. A light map and lighting state data can be determined for the scene. A change to the lighting state data can result in a filter being applied to the live view of the scene to cause the overall appearance to correspond to the target lighting state. Augmented reality content displayed with respect to the live view can be rendered to have an appearance that corresponds to the altered live view. AR content can also be used to update the appearance of shadows.

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13-09-2001 дата публикации

Entertainment apparatus, storage medium and operation method of manipulating object

Номер: US2001020934A1
Автор:
Принадлежит:

Disclosed is an entertainment apparatus in which even an unskilled player can enjoy a flight simulation, a drive simulation or the like satisfactorily. Based on a signal depending on coordinate values on X-Y coordinate decided by a manipulation applied to manipulation sticks 31a and 32a, the signal being outputted from the controller 20, a moving direction of a controlled object 601 is determined. When the coordinate value is within specified ranges, the moving direction of the object 601 is determined so that the object 601 is allowed to make a sharp turn flight.

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15-10-2020 дата публикации

RECORDING MEDIUM, INFORMATION PROCESSING SYSTEM, AND DISPLAY METHOD

Номер: US20200329196A1
Принадлежит: KONAMI DIGITAL ENTERTAINMENT CO., LTD.

A program is executed by a processor causes the processor to identify at least one of a position and a posture of a first camera in a real space in which an object is arranged. The first camera is configured to capture an image of the real space. The program causes the processor to display, on a display, a first image generated based on a result of the image captured by the first camera; and display, at a position that is based on an identification result obtained by identifying the at least one of the position and the posture of the first camera within the display, a second image that corresponds to the object.

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07-02-2002 дата публикации

Computer-readable recording medium whereon a game procedure control program is recorded, server, and game procedure control method

Номер: US2002016194A1
Автор:
Принадлежит:

A baseball game is made realizable in an environment difficult to achieve with a dedicated game apparatus and a joy stick for such an apparatus. When a player team is at bat, the positioning point of the bat of a batter character relative to a ball character and the batting action of the batter character are determined by manipulating a mouse 22, while, when the player team is in the field, the pitching action and the pitch course for the ball character displayed moving from a pitcher character toward the batter character are determined by manipulating the mouse 22, and upon the end of the game, the particulars of the game results and the particulars of the batting results and pitching results of the player team are uploaded to a recording unit 42 in a server system 16 connected via a network 12 to computers 14.

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30-09-2010 дата публикации

COMPUTER READABLE STORAGE MEDIUM HAVING GAME PROGRAM STORED THEREON AND GAME APPARATUS

Номер: US20100248837A1
Принадлежит:

Based on posture/motion information obtained from predetermined detection means for detecting a posture or a motion of an input device operated by a user, power value data, which is a parameter representing the power to be given to an object is calculated. In addition, a braking power applied to the input device is calculated based on the posture/motion information. Then, the object is moved based on the power value data and the braking value data.

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24-08-2017 дата публикации

NON TRANSITORY COMPUTER-READABLE STORAGE MEDIUM AND METHOD OF CONTROLLING A COMPUTER

Номер: US20170239574A1
Принадлежит: CAPCOM CO., LTD.

A fluid displaying unit displays pseudo three-dimensional representation of fluid in virtual space on a game screen. And the fluid displaying includes a model setting unit, a polygon mesh setting unit and a fluid setting unit. The model setting unit sets a predetermined linear model on the virtual space and moves a basis portion of the linear model to a predetermined direction, and moves the linear model to follow virtual points which are shot from the basis portion at intervals and which move to follow a predetermined track including the basis portion as a starting point.

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13-07-2017 дата публикации

DETERMINING REAL-WORLD EFFECTS FROM GAMES

Номер: US20170197148A1
Принадлежит: Amazon Technologies, Inc.

A game system in which virtual representations of real-world, physical objects may be designed or modified by game players within a virtual game universe. Real-world physical interactions of the virtual objects may be simulated by a game engine during game play within the game universe. Performance data may be collected for the virtual objects that simulates real-world performance data for corresponding physical objects. The performance data for the virtual objects may, for example, be used in evaluating performance of modifications to a physical object, or for comparing performance of two or more physical objects. Production or manufacturing decisions for respective physical objects may be made at least in part based on the performance data collected for the virtual representations of the objects.

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20-10-2022 дата публикации

MULTIPLAYER SOMATOSENSORY SYSTEM, METHOD, AND APPARATUS COMBINING VIRTUAL AND REALITY, AND MEDIUM

Номер: US20220331694A1

This disclosure discloses a multiplayer somatosensory system, method, and apparatus combining virtual and reality, and a medium, which belongs to the field of human-computer interaction. The system includes: a computer device, and a simulation carrier, n simulation firearms and a display apparatus; where the simulation carrier includes a driver's seat and n passenger seats; the display apparatus is configured to display a virtual environment picture and n aiming points provided by the computer device; and the computer device is configured to control a virtual carrier to change a driving direction in the virtual environment; control the virtual carrier to change a driving speed in the virtual environment; and shoot a virtual object aimed at an ithaiming point in the virtual environment in response to a shooting operation on an ithsimulation firearm in the n simulation firearms.

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23-05-2007 дата публикации

Strange medium having game program stored therin, and game apparatus and game processing method therefor

Номер: EP0001788500A2
Принадлежит:

An area, in a virtual game world, for arranging a plurality of obj ects and a minimum allowed distance between obj ects to be arranged therein are set. A position of an object is changed for temporarily arranging the object to an arbitrary position in the area set in the virtual game world until arrangement of the object is finalized, and the distance between the temporarily arranged object and an object whose arrangement in the area is completed is calculated. When the calculated distance is equal to or greater than the minimum allowed distance, arrangement of the temporarily arranged object is finalized and a plurality of objects whose arrangement is finalized are displayed on a display screen.

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20-03-2015 дата публикации

СИСТЕМА И СПОСОБЫ ДЛЯ ПРИМЕНЕНИЯ АНИМАЦИЙ ИЛИ ДВИЖЕНИЙ К ПЕРСОНАЖУ

Номер: RU2544770C2

Изобретение относится к области применения анимаций или движений к персонажу. Техническим результатом является обеспечение анимации виртуального персонажа посредством комбинации живых и предварительно записанных движений. Способ содержит этапы, на которых: принимают предварительно записанное движение и живое движение пользователя; преобразуют одну или более частей тела виртуального персонажа в один или более суставов в первой модели пользователя, ассоциированной с живым движением; преобразуют одну или более частей тела виртуального персонажа в один или более суставов во второй модели, ассоциированной с предварительно записанным движением; и анимируют виртуальный персонаж с помощью предварительно записанного движения и живого движения посредством по меньшей мере следующего: деактивируют один или более суставов в первой модели пользователя, которые соответствуют одной или более частям тела во второй части виртуального персонажа; деактивируют один или более суставов во второй модели, ассоциированной ...

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10-06-2013 дата публикации

СИСТЕМА И СПОСОБЫ ДЛЯ ПРИМЕНЕНИЯ АНИМАЦИЙ ИЛИ ДВИЖЕНИЙ К ПЕРСОНАЖУ

Номер: RU2011148395A
Принадлежит:

... 1. Машинореализованный способ для смешивания движений, причем машинореализованный способ содержит этапы, на которых:- захватывают живое движение пользователя 315;- принимают предварительно записанное движение 320 и- применяют живое движение к первой части виртуального персонажа и предварительно записанное движение ко второй части виртуального персонажа 325.2. Машинореализованный способ по п.1, дополнительно содержащий этапы, на которых:- принимают изображение 305, при этом изображение включает в себя человеческую цель, ассоциированную с пользователем;- генерируют модель пользователя на основе человеческой цели в принимаемом изображении 310.3. Машинореализованный способ по п.2, в котором применение живого движения к первой части виртуального персонажа и предварительно записанного движения ко второй части виртуального персонажа 325 дополнительно содержит этапы, на которых:- преобразуют одну или более частей тела виртуального персонажа в один или более суставов в модели пользователя и- преобразуют ...

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23-01-2003 дата публикации

COMPUTERSPIEL

Номер: DE0069904492D1
Принадлежит: COVEPATH LTD, COVEPATH LTD., LANCASTER

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12-04-2000 дата публикации

System for virtual three-dimensional object creation and use

Номер: GB0000004165D0
Автор:
Принадлежит:

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05-08-2021 дата публикации

VR-device for producing and displaying a virtual reality

Номер: AU2018356316B2
Принадлежит:

The invention relates to a VR-device for producing and displaying a virtual reality, comprising a VR-section (12) inside which at least one user (16) and at least one object (18) can move freely, said VR-device comprising means by means of which a virtual reality corresponding to the position and the movements of the user (16) and the object (18) in the VR-section (12) can be produced and can be displayed on a head-mounted display (21) for the user (16), according to the position and the movement of the user (16) in the VR-section (12), as well as a position detection device (24) for detecting the position and the movements of the user (16) and the object (18) in the VR-section (12), the object (18) having a surface provided with haptics adapted to the haptics anticipated according to the virtual reality.

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13-04-2021 дата публикации

METHOD AND SYSTEM FOR RENDERING VIDEO GAME IMAGES

Номер: CA2984295C
Принадлежит: SQUARE ENIX LTD, SQUARE ENIX LIMITED

A method comprises producing image frames representing evolution of a scene in a field of view of a virtual camera in a virtual environment; and rendering in the image frames an appearance of movement of an environment element in the scene in correspondence with movement of the virtual camera within the virtual environment. In another method the virtual environment may include a virtual camera, an object of interest and an environment element of which at least a portion is located between the virtual camera and the object of interest. The method may comprise producing a sequence of image frames representing evolution of a scene, and over the course of multiple image frames, rendering an appearance of movement of the portion of the environment element to expose more of the object of interest in at least part of the scene previously occupied by the portion of the environment element that was moved.

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14-04-2016 дата публикации

SYSTEM AND METHODS FOR GENERATING INTERACTIVE VIRTUAL ENVIRONMENTS

Номер: CA0002963609A1
Принадлежит:

Systems and methods for creating entities that operate within a virtual environment, where in some embodiments the entities are substantially autonomous in the sense that they are capable of communications and interactions with the environment and other entities. In some embodiments, the entities may be capable of interacting with an environment other than the one in which they were created and originally configured. In some embodiments, the entities may engage in interactions with other entities that operate to enable changes in behavior of one or both of the entities.

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20-04-2018 дата публикации

Collision system and information processing method thereof

Номер: CN0107930123A
Автор: SHEN JUNJIE
Принадлежит:

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01-03-2012 дата публикации

Coordinated Motion and Audio Experience Using Looped Motions

Номер: US20120053015A1
Автор: Chris Esaki, Keiichi Yano
Принадлежит: Microsoft Corp

A system for interacting with an application via a user interface is provided. A user is prompted to perform a looped motion such as an exercise move or dance move depicted by the application. User motion data is received from one or more sensors connected to a computing device executing the application. The user's progress of performing a sequence of a looped motion is determined based on the user motion data. In one embodiment, a user may perform one or more looped motions by choosing from multiple looped motions depicted by the application. In another embodiment, a user may perform looped motions at different skill levels based on a skill level determined for the user. In one embodiment, the looped motions performed by the user are displayed to the user, in an order of the looped motions performed by the user, via the user interface.

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22-03-2012 дата публикации

Method, apparatus and recording medium for game using touch input

Номер: US20120071241A1
Автор: Min Hwan O
Принадлежит: Neowiz Games Corp

Disclosed is game technology, and more particularly to a method, an apparatus, and a recording medium for a game using touch input, which can more variously control the display, etc. of elements of a game screen, thereby providing games capable of employing various game schemes.

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21-06-2012 дата публикации

Driving simulator control with virtual skeleton

Номер: US20120157198A1
Принадлежит: Microsoft Corp

Depth-image analysis is performed with a device that analyzes a human target within an observed scene by capturing depth-images that include depth information from the observed scene. The human target is modeled with a virtual skeleton including a plurality of joints. The virtual skeleton is used as an input for controlling a driving simulation.

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12-07-2012 дата публикации

Computer-readable storage medium having display control program stored therein, display control apparatus, display control system, and display control method

Номер: US20120178531A1
Принадлежит: Nintendo Co Ltd

First, at least a player object and a non-player object are placed in a virtual three-dimensional space. Next, the player object is moved based on an input from predetermined operation means. Subsequently, current position data is obtained which indicates the current position, in the virtual three-dimensional space, of the player object which has been moved. Based on the current position data, the orientation of the non-player object is controlled such that a predetermined plane of the non-player object faces the current position of the player object.

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12-07-2012 дата публикации

Semantic Gaming and Application Transformation

Номер: US20120178533A1
Автор: Arno Penzias
Принадлежит: Hillcrest Laboratories Inc

A gaming system comprises a handheld user input device, a processor for receiving input data from the handheld user input device and a gaming application for receiving data from the processor based on the received input data from the handheld user input device. The handheld user input device emulates one of a plurality of different devices associated with the gaming application. Each of the plurality of different devices have a set of input commands associated therewith. The set of input commands associated with the one of a plurality of different devices includes a command based on one of motion and orientation of the handheld device.

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26-07-2012 дата публикации

Device and method for controlling the movement of a game character

Номер: US20120190451A1
Автор: Hyungsuk Kang
Принадлежит: NCSoft Corp

The present invention relates to a device and method for controlling the movement of a games character, which enable character movement of a type in which a character in the game jumps down and falls freely from an elevated height following an action by the games player, or progresses forwards in the direction of movement if another action is performed. The present invention has the advantageous effect that the appeal of a game is maximized as the movement time and the movement distance differ depending on the terrain and updrafts in the game even though the degree of freedom for actions is small.

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28-02-2013 дата публикации

Data generation system, data generation method, and a storage medium storing a computer program

Номер: US20130053143A1
Принадлежит: Individual

The disclosed data generation system is provided with a monitor for displaying a game area and a touch panel, wherein in a game for displaying two operation reference units and an object which moves therebetween upon the game area, sequence data used as data for designating an operation time period for touch-operation and operation reference units are generated. The data generation system displays, upon a display unit, an editing screen including a time period information display area for displaying information of all operation time periods chronologically and a criteria unit designation area for displaying information of operation time periods of each of the operation reference units chronologically, and for displaying, upon a criteria unit designation area, information for associating information of each of the objects corresponding to each operation time period with information of the operation reference unit where display of each of the objects is started.

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11-04-2013 дата публикации

Gathering path data from a massively multiplayer on-line role-playing game

Номер: US20130090167A1
Автор: Jun Fang, Xiaodong Wang
Принадлежит: EMPIRE TECHNOLOGY DEVELOPMENT LLC

Technologies are generally disclosed for gathering path data from a massively multiplayer on-line role-playing game to determine a path through a mapping plane that may be a real-world or virtual-world representation.

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06-06-2013 дата публикации

Property Alteration of a Three Dimensional Stereoscopic System

Номер: US20130141422A1
Автор: Gunjan Porwal
Принадлежит: Autodesk Inc

A system and method for altering a property associated with a three dimensional stereoscopic system that has a display are disclosed. The method includes determining that a portion of a virtual object in a three dimensional image generated by the display resides at a predetermined position along a first axis relative to the display based on a difference between a left eye image of the portion of the virtual object and a right eye image of the portion of the virtual object. The first axis is perpendicular to a plane of the display. The method further includes altering a property associated with the portion of the virtual object based on the predetermined position without referring to any perceived overlap between the virtual object and the tangible environment.

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22-08-2013 дата публикации

Game system, game control method, game device, and computer-readable storage medium

Номер: US20130217452A1
Принадлежит: Nintendo Co Ltd

An exemplary embodiment sets the game background image with surface objects (bricks, coins, item closed box baffles, monsters, and the like) arranged therein in the middle of the tennis court within a virtual space for executing a tennis game containing the motion of hitting the tennis ball according to an operation by the player, and scrolls the surface objects arranged in the game background image. Then, there is provided an effect corresponding to the type of the surface object (benefit object, the hit map switching object, scoring object, or the like) arranged in a position of the game background image, where the tennis ball shot in response to a player-operation has reached.

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30-01-2014 дата публикации

Storage medium and information processing apparatus, method and system

Номер: US20140028544A1
Принадлежит: Nintendo Co Ltd

An example non-limiting game apparatus includes a stereoscopic LDC on which an image of a displaying range that is a part of a course provided in a virtual game space is displayed as a game screen. Authorization for scrolling the game screen is applied to one player object out of a plurality of player objects, and the game screen is scrolled in accordance with a position of the player object having the scroll authorization. If a predetermined condition is satisfied, the scroll authorization is transferred to the player object which causes that the predetermined condition is satisfied, for example.

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06-02-2014 дата публикации

Character display device

Номер: US20140035930A1
Автор: Hiroaki SAOTOME
Принадлежит: Square Enix Co Ltd

When a predetermined condition is satisfied in a game and a scenario mode is started, a predetermined scenario is displayed. When an animation in the scenario is completely displayed, a transmission waiting state is started and idling of a character displayed on a display screen is displayed. The idling display is performed based on the pose of the character in the transmission waiting state. The idling display is performed by deciding the angle of a target pose based on difference information of a joint management table.

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20-03-2014 дата публикации

Method for implementing a computer game

Номер: US20140080561A1
Автор: Sebastian KNUTSSON
Принадлежит: King com Ltd

A method, implemented as computer code being executed by one or more processors, in which a computing device displays computer game graphics showing a gameboard with multiple game elements that are removed when matched or switched, such as in a match-3, clicker or switcher game; and in which the processor draws the elements as irregularly arranged columns of coloured blocks; and the processor draws small animals are placed on or amongst the blocks; and the processor is programmed such that the object of the game is to enable a target number of the animals to descend to the ground and be rescued, by the player removing blocks from the gameboard.

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07-01-2021 дата публикации

METHOD AND DEVICE FOR GENERATING VIDEO FRAMES

Номер: US20210001216A1
Принадлежит: Sony Interactive Entertainment Inc.

A method of generating video frames for a cloud-based video game includes obtaining, via a communications network, a plurality of frames of a video game rendered at a cloud device; obtaining a player input received at an input device, the input device being used to play the video game, the player input being received in response to the display of at least one of the obtained video frames; inputting at least one of the obtained video frames and the player input to a prediction model; and synthesizing, based on the output of the prediction model, a subsequent frame for output at a display, and outputting the synthesized video frame at the display. 1. A method of generating video frames for a cloud-based video game , the method comprising:obtaining, via a communications network, a plurality of frames of a video game rendered at a cloud device;obtaining a player input received at an input device, the input device being used to play the video game, the player input being received in response to the display of at least one of the obtained video frames;inputting at least one of the obtained video frames and the player input to a prediction model; andsynthesizing, based on the output of the prediction model, a subsequent frame for output at a display, and outputting the synthesized video frame at the display.2. A method according to claim 1 , wherein the prediction model comprises a machine learning model trained to synthesize at least a first video frame based on the obtained video frames and player input claim 1 , the machine learning model being trained with previously rendered video frames of a video game and corresponding player inputs received in response to the output of those frames.3. A method according to claim 2 , wherein the prediction model comprises a trained generative adversarial network.4. A method according to claim 1 , wherein generating the video frame comprises at least one of applying an image transformation to and filtering the at least one video ...

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07-01-2021 дата публикации

SYSTEMS AND METHODS TO PROVIDE A SPORTS-BASED INTERACTIVE EXPERIENCE

Номер: US20210001225A1
Автор: Panec Timothy M.
Принадлежит:

This disclosure presents systems and methods to provide sports-based interactive experiences. The interactive experiences may be facilitated by providing users' views of virtual content related to a particular sport. The systems and methods may utilize action sequence information and/or other information. The action sequence information may specify anticipated sequences of output signals generated by sensors coupled to real-world items of playing equipment. The output signals in the anticipated sequences of output signals may be associated with anticipated control signals for controlling the virtual content. 1. A system configured to provide a sport-based augmented reality experience , the system comprising: environment record information, the environment record information defining a composition of a real-world environment comprising a sports playing area, the composition of the real-world environment including one or more reference points in the sports playing area;', 'virtual content information, the virtual content information defining a virtual environment including virtual content, the virtual environment being specified with respect to the one or more reference points within the real-world environment, the virtual content including one or more virtual objects, individual virtual objects being configured to experience locomotion within the virtual environment, the one or more virtual objects including a first virtual object depicting an item of playing equipment specific to the sports playing area; and', 'action sequence information, the action sequence information specifying anticipated sequences of output signals generated by sensors coupled to real-world items of playing equipment, output signals in the anticipated sequences of output signals being associated with anticipated control signals for controlling the virtual content, such that the action sequence information specifies a first anticipated sequence of output signals including a first output signal ...

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04-01-2018 дата публикации

SYSTEM AND METHOD FOR DETERMINING CURVED PATH OF TRAVEL FOR A CHARACTER IN COVER MODE IN A GAME ENVIRONMENT

Номер: US20180001201A1
Принадлежит:

A computer system comprising a memory storing data and program instructions, the data representing a game environment including a character and a plurality of cover segments; a player interface; and a processor configured to execute the program instructions stored in the memory. Execution of the program instructions causes the computer to implement a method that comprises determining a selected subset of the cover segments; determining a curved path that passes through control points associated with the selected subset of the cover segments; and rendering images for display via the player interface, the images showing movement of the character along the curved path while the character is in cover mode. 1. A computer system , comprising:a memory storing data and program instructions, the data representing a game environment including a character and a plurality of cover segments;a player interface; and determining a selected subset of the cover segments;', 'determining a curved path that passes through control points associated with the selected subset of the cover segments; and', 'rendering images for display via the player interface, the images showing movement of the character along the curved path while the character is in cover mode., 'a processor configured to execute the program instructions stored in the memory, wherein execution of the program instructions causes the computer to implement a method that comprises2. The computer system defined in claim 1 , wherein the method implemented by the computer further comprises storing the curved path in memory in association with the character.3. The computer system defined in claim 1 , wherein the method implemented by the computer further comprises selecting at least some of the control points to lie on one or more of the cover segments in the selected subset.4. The computer system defined in claim 1 , wherein the method implemented by the computer further comprises selecting at least some of the control points to ...

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04-01-2018 дата публикации

MULTI-CHARACTER INTERACTION SCENARIO

Номер: US20180001202A1
Автор: Allen Henry, Sherr Simon
Принадлежит:

A method of multi-character interaction scenario may include identifying three or more game characters associated with a game and assigning the three or more identified game characters to one or more predefined animation roles associated with one or more interaction scenarios of the game. The method may further include selecting one or more interaction scenario animations that comprise the three or more identified game characters and corresponding assigned animation roles. The method may further include providing the identified game characters, the corresponding assigned animation roles, and the selected interaction scenario animations for display in the game. 1. A method , comprising:identifying, by a processing device, three or more game characters associated with a game;assigning, by the processing device, the three or more identified game characters to three or more predefined animation roles associated with one or more interaction scenarios of the game;selecting, by the processing device, one or more interaction scenario animations associated with the one or more interaction scenarios that comprise the three or more identified game characters and corresponding assigned animation roles; andproviding the identified game characters, the corresponding assigned animation roles, and the selected interaction scenario animations for display in the game.2. The method of claim 1 , further comprising claim 1 , based on the selecting the interaction scenario animations claim 1 , aligning the three or more game characters to positions associated with the corresponding assigned animation roles in the selected animations.3. The method of claim 2 , wherein the aligning occurs during animation playback of the interaction scenario animations in the game.4. The method of claim 2 , wherein the aligning comprises calculating a rotation for each of the three or more game characters to minimize rotations of each of the three or more game characters.5. The method of claim 2 , wherein ...

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13-01-2022 дата публикации

STORAGE MEDIUM STORING INFORMATION PROCESSING PROGRAM, INFORMATION PROCESSING APPARATUS, INFORMATION PROCESSING SYSTEM, AND INFORMATION PROCESSING METHOD

Номер: US20220008820A1
Принадлежит:

In a first mode, a direction of a first control is determined based on a component in a first axial direction of a difference between a first reference coordinate point and a coordinate point of a coordinate input, and a direction of a second control is determined based on a component in a second axial direction. In a second mode, the direction of the first control is determined based on a component in a third axial direction of a difference between a first region reference coordinate point and a coordinate point of the coordinate input performed in a first region, and the direction of the second control is determined based on a component in a fourth axial direction of a difference between a second region reference coordinate point and a coordinate point of the coordinate input performed in a second region. 2. The non-transitory computer-readable storage medium according to claim 1 , whereinthe direction of the second control is not determined by the component in the fourth axial direction of the difference between the first region reference coordinate point and the coordinate point of the coordinate input performed in the first region after the setting of the first region reference coordinate point.3. The non-transitory computer-readable storage medium according to claim 1 , whereinthe direction of the first control is not determined by the component in the third axial direction of the difference between the second region reference coordinate point and the coordinate point of the coordinate input performed in the second region after the setting of the second region reference coordinate point.4. The non-transitory computer-readable storage medium according to claim 1 , whereinin the first mode, the direction of the first control to be performed on the game is determined based on a component in the first axial direction of a difference between the first reference coordinate point and the coordinate point of the coordinate input performed in the first region, ...

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02-01-2020 дата публикации

GESTURE-BASED CASTING AND MANIPULATION OF VIRTUAL CONTENT IN ARTIFICIAL-REALITY ENVIRONMENTS

Номер: US20200005026A1
Принадлежит:

Embodiments are directed to a near eye display (NED) system for displaying artificial reality content to a user and to manipulate displayed content items based upon gestures performed by users of the NED system. A user of the NED system may perform a gesture simulating the throwing of an object to “cast” a content item to a target location in an artificial reality (AR) environment displayed by the NED system. The gesture may comprise a first portion in which the user's hand “grabs” or “pinches” a virtual object corresponding to the content item and moves backwards relative to their body, and a second portion in which the user's hand moves forwards relative to their body and releases the virtual object. The target location may be identified based upon a trajectory associated with the backwards motion of the first portion of the gesture. 1. A system comprising: an optical assembly having an electronic display that is configured to display images in accordance with display instructions;', 'an imaging device configured to capture one or more images of a portions of a local area of the NED; and, 'a near eye display (NED) comprising determine a position of a hand of a user of the NED located within the local area using the captured one or more images;', 'identify a first portion of a gesture performed by the hand of the user based upon one or more determined positions of the hand, the gesture corresponding to a predetermined sequence of one or more hand movements or hand positions and associated with a content item;', 'determine a position within the local area, the determined position corresponding to an extension of a trajectory associated with at least the first portion of the identified gesture;', 'identify a second portion of the gesture performed by the hand of the user based upon the one or more determined positions of the hand; and', 'update the display instructions to cause the electronic display to display a representation of the content item at the determined ...

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20-01-2022 дата публикации

GAME DEVICE, CONTROL METHOD, CONTROL PROGRAM, AND COMPUTER-READABLE RECORDING MEDIUM HAVING CONTROL PROGRAM RECORDED THEREIN

Номер: US20220016525A1
Принадлежит: Gree, Inc.

The purpose of the present invention is to provide a game device, etc., that improves the operability of an operation unit. The game device comprises: a storage unit that stores an image of a first object; a display processing unit that displays at least an image of the first object; first and second operation units for outputting operation information on the basis of a player action; a determination unit that determines whether or not the output operation information fulfills a prescribed condition; an identification unit that identifies, as an object operation unit, the operation unit that output operation information fulfilling the prescribed condition, out of the first and second operation units; and an object control unit that changes the first object in accordance with the operation information from the object operation unit. 1. A game device comprising:a memory that stores a first image of a first object and a second image of a parameter object;first and second operation devices for outputting operation information based on a movement of a player; and display at least the first image of the first object and the second image of the parameter object,', 'determine whether the operation information that has been output satisfies a first specified condition,', 'identify, as an object operation device, among the first and second operation devices, the operation device that has output the operation information satisfying the first specified condition,', 'change the first object according to the operation information from the object operation device,', 'determine whether the operation information that has been output satisfies a second specified condition,', 'identify, as a parameter operation device, among the first and second operation devices, the operation device that has output the operation information satisfying the second specified condition, and', 'change the parameter object according to the operation information from the parameter operation device., ' ...

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27-01-2022 дата публикации

Contextually aware communications system in video games

Номер: US20220023759A1
Принадлежит: Electronic Arts Inc

In response to receiving user input command for sending a contextually aware communication, a computer system is configured to use game state data to determine a target location that a player is focusing on in a virtual environment in a video game, identify a unit that the player likely wants to communicate about based on at least priorities of unit types and proximities of units to the target location, and select a communication action for performance. Different communication actions can be performed in response to the same user input command when the game state data indicates different game states.

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14-01-2021 дата публикации

INFORMATION PROCESSING PROGRAM, INFORMATION PROCESSING DEVICE, INFORMATION PROCESSING SYSTEM, AND INFORMATION PROCESSING METHOD

Номер: US20210008452A1
Принадлежит:

An information processing system for controlling movements of a character () in a virtual three-dimensional space, comprising movement control unit () that controls the movements of the character (), and a switching determination unit () that determines switching of the movement of the character () by the movement control unit () between a three-dimensional movement in the virtual three-dimensional space and a movement in a predetermined surface () provided in the virtual three-dimensional space. The movement control unit () determines a speed of the character () after the switching on the basis of a speed of the character () before the switching when the switching is performed between the three-dimensional movement in the virtual three-dimensional space and the movement in the predetermined surface (). 1. A non-transitory computer-readable storage medium having stored therein an information processing program for controlling movements of an object in a virtual three-dimensional space , the information processing program , when executed by at least one processor , causes the at least one processor to provide execution comprising:controlling the movements of the object;determining switching of the movement of the object between a three-dimensional movement in the virtual three-dimensional space and a movement along a plain surface provided in the virtual three-dimensional space; anddetermining a speed of the object after the switching on the basis of a speed of the object before the switching when the switching between the three-dimensional movement in the virtual three-dimensional space and the movement along the plain surface is performed, whereinwhen the object switches from the movement along the plain surface to the three-dimensional movement, the speed component along the plain surface before the switching is used as the speed component with respect to the plain surface of the three-dimensional movement after the switching.2. The non-transitory computer- ...

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14-01-2021 дата публикации

DEVICE FOR INCREASING PROCESSING SPEED OF GAME IMPLEMENTING MULTIPLE THREADS AND METHOD THEREFOR

Номер: US20210008453A1
Автор: HAN Seung-Hwan
Принадлежит:

The present disclosure relates to an apparatus and method for improving the processing speed of a game implementing multithreaded, characterized to include a moving object trajectory generator that generates a moving trajectory of a moving object in a reference terrain coordinates system that is based on a space that the game provides, when the moving object moves in the space that the game provides according to a game player's manipulation; an aircraft involvement recognizer that recognizes involvement of an aircraft in the space that the game provides; an aircraft area setter that sets an aircraft area where the aircraft is involved in the space that the game provides, when the involvement of the aircraft is recognized in the space that the game provides; a moving object entry determiner that determines whether the moving object entered into the aircraft area in the space that the game provides; a terrain data manager that provides aircraft terrain data that is based on the aircraft, when it is determined that the moving object entered into the aircraft area; and a collision location decider that decides a collision location of the moving object using the aircraft terrain data. 1. An apparatus for improving the processing speed of a game implementing multithreaded , the apparatus comprising:a moving object trajectory generator that generates a moving trajectory of a moving object in a reference terrain coordinates system that is based on a space that the game provides, when the moving object moves in the space that the game provides according to a game player's manipulation;an aircraft involvement recognizer that recognizes involvement of an aircraft in the space that the game provides;an aircraft area setter that sets an aircraft area where the aircraft is involved in the space that the game provides, when the involvement of the aircraft is recognized in the space that the game provides;a moving object entry determiner that determines whether the moving object ...

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10-01-2019 дата публикации

METHOD AND APPARATUS FOR SIMULATED GOLF

Номер: US20190009161A1
Автор: Nicora Daniel Antonio
Принадлежит:

Described herein are methods and apparatuses for simulating golf. For example, described herein is a system for simulating a golf game. The system includes a simulator with a golf ball launch area and a display and an exercise device. The exercise device and simulator are connected to a computer. 13-. (canceled)4. A system for simulating a golf game , comprising:a simulator containing a golf ball launch area and a display, wherein the golf ball launch area is spaced from the display and positioned to allow a user to launch a physical golf ball from the golf ball launch area toward the display; compute a trajectory of a simulated golf ball on a simulated golf course based on the user launching the physical golf ball from the golf ball launch area toward the display;', 'compute a distance to a simulated golf ball landing position on the simulated golf course based on the user launching the physical golf ball from the golf ball launch area toward the display; and', 'display the computed distance to the simulated golf ball landing position on the display; and, 'a computer coupled to the simulator, the computer configured to simulate moving through the simulated golf course toward the simulated golf ball landing position after the user has launched the physical golf ball toward the display based at least in part on the exercise activity of the user; and', 'update, at least in part during the exercise activity, the computed distance to the simulated golf ball landing position based at least in part on the exercise activity of the user., 'a motion monitor coupled to the computer and configured to track exercise activity of the user, wherein the computer is configured to5. The system of claim 4 , wherein the simulator comprises at least one sensor configured to detect a motion of the physical golf ball launched from the golf ball launch area toward the display.6. The system of claim 4 , wherein simulating the moving through the simulated golf course comprises generating a ...

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10-01-2019 дата публикации

INTERACTIVE GAMING TOY

Номер: US20190009171A1
Принадлежит:

An interactive gaming toy is provided for playing a game having both physical and virtual gameplay elements. The gaming toy comprises a physical toy, such as a toy wand, doll or action figure, having an RFID tag pre-programmed with a unique identifier that identifies the toy within an associated computer-animated game. The RFID tag stores information describing certain attributes or abilities of a corresponding virtual character or object in the computer-animated game. Additional information may be stored on the RFID tag as the corresponding virtual character evolves or changes over time based on player performance and/or gameplay progression. The interactive gaming toy thus allows developed character attributes and the like to be stored and easily transported to other games and compatible gaming platforms. One or more optional auxiliary components may be attached to the gaming toy to selectively create a modified gaming toy having additional desired functionality and/or aesthetics. 16.-. (canceled)7. A gaming toy for playing a computer-animated game on a compatible gaming platform , said gaming toy comprising:a toy body corresponding to a character or object in said computer-animated game, said toy body having an internal cavity configured to house one or more electrical components and associated circuitry; (1) a first selection of information comprising a unique identifier that uniquely identifies said gaming toy, and', '(2) a second selection of information that identifies certain powers or abilities of said corresponding character or object in said computer-animated game;, 'a microprocessor and associated non-volatile memory disposed within said internal cavity, said non-volatile memory storinga motion sensing element that generates first sensor state data responsive to one or more sensed motions of said toy body;a touch sensing element that generates second sensor state data responsive to sensed touching of a user's finger thereon; anda radio frequency (RF) ...

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08-01-2015 дата публикации

Virtual golf simulation apparatus and method for supporting generation of virtual green

Номер: US20150011279A1
Принадлежит: Golfzon Co Ltd

Disclosed herein are a virtual golf simulation apparatus and method. The virtual golf simulation apparatus includes an image processing unit, a manipulation unit, and a green setting unit. The image processing unit provides an image of a basic set green on which a user will perform putting. The manipulation unit provides an interface that enables the user to set the lie of the basic set green. The green setting unit generates a user-set green by processing received setting information via the manipulation unit. The image processing unit provides the image of the user-set green.

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08-01-2015 дата публикации

Traveling virtual pet game system

Номер: US20150011321A1
Автор: Damon R. Beggs
Принадлежит: Disney Enterprises Inc

A traveling virtual pet game simulates a pet traveling between various geographic locations. As the pet travels, users interact with the virtual pet to aid the pet in acquiring traits associated with the geographic regions in which it travels and to observe traits that the pet has previously acquired.

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03-02-2022 дата публикации

INFORMATION DISPLAY METHOD AND APPARATUS, DEVICE, AND STORAGE MEDIUM

Номер: US20220032194A1

In a display method, a position of a second virtual object is obtained, and when the second virtual object is within a target region outside a visual field picture, indication information of the second virtual object can be displayed at an edge of the current visual field picture, thereby achieving an effective prompt of the information of the second virtual object, and increasing an amount of information displayed in the visual field picture. In addition, the displayed information may be directed to features not shown in the visual field picture, so that an information display effect in a game match is better. 1. An information display method comprising:controlling, according to a position of a first virtual object, display of a visual field picture of the first virtual object in a graphical user interface;obtaining a position of a second virtual object; andcontrolling display, by processing circuitry of an electronic device, of indication information of the second virtual object in the visual field picture in response to the position of the second virtual object being within a target region and according to a position relationship of the second virtual object relative to the first virtual object, the target region being a region outside the visual field picture.2. The method according to claim 1 , wherein the position relationship comprises a vector pointing from the position of the first virtual object to the position of the second virtual object claim 1 , or a line segment between the first virtual object and the second virtual object; andthe controlling display of the indication information of the second virtual object in the visual field picture according to the position relationship of the second virtual object relative to the first virtual object comprises:obtaining a coincident line segment of the vector or the line segment that is located in an edge region of the visual field picture, the edge region being a region formed by points that have distances from ...

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21-01-2016 дата публикации

System and method for location-based gaming with real world locations and population centers

Номер: US20160016083A1
Принадлежит: QONQR LLC

The present disclosure is directed to an online or mobile application for playing a location-based multiplayer game. In one configuration and by non-limiting example, the game is a cross-platform, location-based, massively-multiplayer game of strategy. Players interact to capture millions of battle zones that correspond to real world locations in hundreds of countries using their mobile devices, web browsers, and consoles.

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17-01-2019 дата публикации

STORAGE MEDIUM, INFORMATION PROCESSING APPARATUS AND CONTROL METHOD

Номер: US20190019334A1
Автор: MIZOGUCHI Hidemi
Принадлежит: SQUARE ENIX CO., LTD.

A medium, an information processing apparatus, and a method of controlling an information processing apparatus for rendering a screen in which objects are located in a scene are provided. A viewpoint position for rendering the scene is obtained. Whether a character object exists within a predetermined range from the obtained viewpoint position is determined. For a target character object determined to exist within the predetermined range from the viewpoint position, a transparency for the target character object overall is set. 1. A non-transitory computer-readable storage medium storing a program that causes a computer connected to a renderer for rendering a screen in which objects are located in a scene to execute:processing of obtaining a viewpoint position for rendering the scene;processing of determining whether a character object exists within a predetermined range from the obtained viewpoint position; andprocessing of setting, for a target character object determined to exist within the predetermined range from the viewpoint position by the processing that determines, a transparency for the target character object overall.2. The non-transitory computer-readable storage medium according to claim 1 , wherein the processing of determining performs the determination based on whether or not there is a collision between a collision detection volume of a character object and a spherical collision detection volume whose radius is made to be the predetermined range for the obtained viewpoint position.3. The non-transitory computer-readable storage medium according to claim 2 , wherein a collision detection volume of a character object is spherical claim 2 , andthe processing of setting sets the transparency of the target character object based on a distance between the viewpoint position and the target character object, and the radius of the collision detection volume of the target character object.4. The non-transitory computer-readable storage medium according to ...

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28-01-2016 дата публикации

Game device

Номер: US20160023110A1
Принадлежит: Capcom Co Ltd

In such a timing game that a user taps on a collision position at a time when fore ends of a line object 51 A and a line object 513 (hereinafter line objects 51 ) collide, a background image in perspective is displayed as if moving in depth direction. Simultaneously, the line objects 51 are moved corresponding to the background image. Therefore, it is possible to display the line objects 51 as if moving in depth direction, so that it is possible to provide the timing game with sense of speed.

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10-02-2022 дата публикации

COMMUNICATION WITH IN-GAME CHARACTERS

Номер: US20220040581A1
Автор: Rossi Sean, Tan Jocelyn
Принадлежит:

A system for coordinating reactions of a virtual character with script spoken by a player in a video game or presentation, comprising an internet-connected server executing software and streaming video games or presentations to a player's computerized device. The system senses start of a dialogue between the player and the virtual character, displays a script for the player on a display of the computerized platform, prompts the player to speak the script. A timer then starts, or the system tracks an audio stream of the spoken script, determines where the player is in the script by the timer or the audio stream, and causes specific actions and responses of the virtual character according to pre-programmed association of actions and responses of the character to points of time or specific variations in the audio stream. 1. A method for coordinating reactions of a virtual character with script spoken by a player in any one of a video game and virtual reality (VR) presentation , comprising:sensing start of a dialogue;displaying a script for a player on a display of a computerized platform used by the player, and prompting the player to speak the script;starting a timer or tracking an audio stream of the spoken script;determining where the player is in the script by the timer or the audio stream;causing specific actions and responses of the virtual character according to pre-programmed association of actions and responses of the character to points of time or specific variations in the audio stream.2. The method of wherein claim 1 , in the step for sensing start of a dialogue claim 1 , the system associates viewpoint of the player with a specific virtual character in the video game or VR presentation and selects a script accordingly.3. The method of wherein specific actions and responses of the virtual character are implemented according to passage of time since the start of the dialogue.4. The method of wherein specific actions and responses of the virtual character are ...

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10-02-2022 дата публикации

Virtual object control method and apparatus in virtual scene, device, and storage medium

Номер: US20220040582A1
Принадлежит: Tencent Technology Shenzhen Co Ltd

A virtual object control method is described. The method includes determining a search range greater than a maximum shooting range of a target skill in a virtual scene corresponding to the target skill, in response to receiving an operation on a target skill control searching the determined search range for a target virtual object in the virtual scene, and controlling, when the target virtual object is found within the search range, and based on a position of the target virtual object in the virtual scene, a first virtual object to cast the target skill in the virtual scene. Apparatus and non-transitory computer-readable storage medium counterpart embodiments are provided.

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23-01-2020 дата публикации

INFORMATION PROCESSING DEVICE, METHOD, AND COMPUTER PROGRAM

Номер: US20200026355A1
Принадлежит: SONY CORPORATION

There is provided an information processing device to allow a user to receive haptic feedback with a more sense of presence, the information processing device including: a virtual space data generating unit configured to generate data related to a virtual space including a virtual object having an attribute; a listener placing unit configured to place a listener for detecting a contact with the virtual object; a virtual object in which the listener is placed; and a haptic data generating unit configured to generate haptic data for causing a haptic device to be operated on a basis of at least one of attribute information of the virtual object and attribute information of another virtual object when the virtual object comes into contact with the other virtual object. 1. An information processing device , comprising:a virtual space data generating unit configured to generate data related to a virtual space including a first virtual object manipulated by a user, the first virtual object having a plurality of areas for detecting a contact with a second virtual object; anda haptic data generating unit configured to generate haptic data for causing one or more haptic devices among a plurality of haptic devices corresponding to the plurality of areas to be operated based on at least one of attribute information associated with the first virtual object or attribute information associated with the second virtual object when the second virtual object comes into contact with at least one of the plurality of areas of the first virtual object,wherein the haptic data is generated based on the at least one of the plurality of areas of the first virtual object, andwherein the virtual space data generating unit and the haptic data generating unit are each implemented via at least one processor.2. The information processing device according to claim 1 ,wherein the haptic data comprises data related to vibration.3. The information processing device according to claim 1 ,wherein the ...

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17-02-2022 дата публикации

Virtual object control method and apparatus, device, and storage medium

Номер: US20220047941A1
Принадлежит: Tencent Technology Shenzhen Co Ltd

This application provides a virtual object control method performed by a computer device. The method includes: displaying a virtual battle interface; obtaining a first operation signal corresponding to a function triggering control; and receiving a first trigger operation on the function triggering control, and determining a first virtual object in n virtual objects as an attack target based on operation information of the first trigger operation when the first trigger operation meets an activation condition. According to the technical solutions provided in the embodiments of this application, an attack target is directly determined by using a target aiming function of a function triggering control and attribute information of an operation signal, thereby providing the attack target with directivity and stability for different virtual scenes.

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17-02-2022 дата публикации

METHOD AND APPARATUS FOR DISPLAYING VIRTUAL ENVIRONMENT PICTURE, DEVICE, AND STORAGE MEDIUM

Номер: US20220047945A1
Принадлежит:

This application discloses a method for displaying a virtual environment picture performed by a computer device. The method includes: displaying a first virtual environment picture obtained by observing a virtual environment by using a first observation position; displaying, in response to receiving a first directional instruction generated by a first directional operation, a directional skill indicator pointing to a first direction; and in accordance with a determination that a length of the directional skill indicator is greater than a distance threshold in the first virtual environment picture, displaying a second virtual environment picture obtained by observing the virtual environment by using a second observation position, the second virtual environment picture including the directional skill indicator, and the second observation position being in the first direction of the first observation position or in a surrounding region in the first direction. 1. A method for displaying a virtual environment picture performed by a computer device , the method comprising:displaying a first virtual environment picture, the first virtual environment picture being a picture obtained by observing a virtual environment by using a first observation position as an observation center, the first virtual environment picture displaying a master virtual character located in the virtual environment;displaying, in response to receiving a first directional instruction generated by a first directional operation, a directional skill indicator pointing to a first direction, the directional skill indicator being a directional identifier that uses a position of the master virtual character as a starting point and that points to the first direction; andin accordance with a determination that a length of the directional skill indicator is greater than a distance threshold in the first virtual environment picture, displaying a second virtual environment picture, the second virtual environment ...

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31-01-2019 дата публикации

METHOD AND APPARATUS FOR PROVIDING A COMPUTER IMPLEMENTED GAME

Номер: US20190030433A1
Принадлежит:

A computer device providing a computer implemented game, the computer device comprising a user interface configured to detect user input from a user of the game, at least one processor, and a display. A processor is configured to cause a game area to be displayed on the display, comprising a first game object and a plurality of third game objects; cause the first game object to be controlled in response to user input to cause a second game object to hit one or more of the third game objects; cause the hit third game objects to be removed from the game area; and determine when given ones of the third game objects have been removed and in response thereto cause another game area to be displayed, the first game object being moved to a position within the another game area. 1. A computer device providing a computer implemented game , the computer device comprising:a user interface configured to detect user input from a user of the game,at least one processor, anda display, cause a first part of a game area to be displayed on the display, the first part of the game area comprising a first game object and a plurality of third game objects;', 'cause the first game object to be controlled in response to user input received via the user interface to cause at least one second game object to hit one or more of the third game objects;', 'cause the hit one or more third game objects to be removed from the first part of the game area; and', 'determine when given ones of the plurality of third game objects have been removed and in response thereto cause a second part of the game area to be displayed, the first game object being moved to a position within the second part of the game area., 'the at least one processor being configured to2. A computer device as claimed in claim 1 , wherein the at least one processor is configured to cause the display to initially scroll through all of the game area.3. A computer device as claimed in claim 1 , wherein the at least one processor is ...

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31-01-2019 дата публикации

METHOD AND APPARATUS FOR PROVIDING A COMPUTER IMPLEMENTED GAME

Номер: US20190030434A1
Принадлежит:

A computer device providing a computer implemented game, said computer device comprising: a user interface configured to detect user input from a player of said game; at least one processor; and a display, said at least one processor being configured to: cause a game area to be displayed on said display, said game area comprising a plurality of third game objects; cause at least one second game object to move along a trajectory, wherein when said second game object hits one or more of said third game objects, said respective third game object is removed; and cause an angle of a trajectory of said second game object to be altered to cause said second game object to hit one or more third game objects. 1. A computer device providing a computer implemented game , said computer device comprising:a user interface configured to detect user input from a player of said game;at least one processor; anda display, cause a game area to be displayed on said display, said game area comprising a plurality of third game objects;', 'cause at least one second game object to move along a trajectory, wherein when said second game object hits one or more of said third game objects, said respective third game object is removed; and', 'cause an angle of a trajectory of said second game object to be altered to cause said second game object to hit one or more third game objects., 'said at least one processor being configured to2. The computer device of claim 1 , wherein said at least one processor is configured to display a first game object in said game area and to cause said first game object to be controlled in response to user input received via said user interface to cause said second game object to move along said trajectory.3. The computer device of claim 1 , wherein said at least one processor is configured to cause the second object to be reflected from a further object before hitting one or more further objects.4. The computer device of claim 3 , wherein said angle of trajectory ...

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04-02-2021 дата публикации

LOCAL GAME EXECUTION FOR SPECTATING AND SPECTATOR GAME PLAY

Номер: US20210031115A1
Принадлежит:

A method for gaming The method including instantiating an instance of a video game at a local device of a spectator. Game state and user data of one or more players participating in a gaming session is received. Video frames are generated of live game play by the players using the game state and user data by executing the video game in the instance. Video frames are displayed for the live game play on a display of the spectator. A local game slice of the video game is generated for a sliced game play while executing the video game in the instance. The local game slice being responsive to inputs from a controller device of the spectator. 1. A method for gaming:instantiating an instance of a video game at a local device of a spectator; 'generating a plurality of video frames of live game play by the one or more players using the game state data and the user data by executing the video game in the instance;', 'receiving game state data and user data of one or more players participating in a gaming session;'}displaying the plurality of video frames for the live game play on a display of the spectator; andgenerating a local game slice of the video game for a sliced game play while executing the video game in the instance, the local game slice being responsive to a plurality of inputs from a controller device of the spectator.2. The method of claim 1 , further comprising:controlling a second character of a second player using the plurality of inputs in a game world of the video game, the second character being selected by the spectator for the local game slice.3. The method of claim 1 , further comprising:controlling a new character using the plurality of inputs in a game world of the video game, the new character being selected by the spectator for the local game slice.4. The method of claim 1 , further comprising:receiving AI state data associated with one or more characters controlled by the one or more players; andcontrolling a first character of a first player using ...

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05-02-2015 дата публикации

SYSTEM AND METHOD FOR PROVIDING BALL GAME

Номер: US20150038203A1
Автор: Cho Kyu-ha
Принадлежит: GOLFZON CO., LTD.

Disclosed herein are a method and apparatus of providing a ball game. In the method, an available hitting area for enabling the input of a hitting point is displayed in the form of a rotation animation that dynamically rotates the available hitting area in the estimated direction of rotation of the ball based on the location of the hitting point. An impact icon for enabling the determination of impact is displayed in the form of a variation animation that dynamically varies the impact icon. If an input indicative of the stopping of the variation of the impact icon has been received, an impact value is determined based on the impact icon whose variation has been stopped at the time at which the input indicative of the stopping is received. The ball is moved across the virtual space based on the input hitting point and the impact value. 1. A method for providing a ball game that provides a ball in virtual space and then allows the ball to be hit , comprising:displaying an available hitting area for enabling input of a hitting point in a form of a rotation animation that dynamically rotates the available hitting area in an estimated direction of rotation of the ball based on a location of the hitting point in the available hitting area;displaying an impact icon for enabling determination of impact in a form of a variation animation that dynamically varies the impact icon;if an input indicative of stopping of the variation of the impact icon has been received, determining an impact value based on the impact icon whose variation has been stopped at a time at which the input indicative of the stopping of the variation of the impact icon is received; andmoving the ball across the virtual space based on the input hitting point and the impact value.2. The method of claim 1 , further comprising:displaying a strength icon for enabling determination of a strength of hitting in a form of a variation animation that dynamically varies the strength icon; andif an input indicative ...

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08-02-2018 дата публикации

NON-TRANSITORY COMPUTER-READABLE STORAGE MEDIUM, CONTROL METHOD OF COMPUTER AND COMPUTER

Номер: US20180036638A1
Автор: Tamura Makiko
Принадлежит:

A non-transitory computer-readable storage medium that stores a game program causing a computer to execute functions includes moving each of a game medium in a game field including a plurality of regions, along respective paths set in accordance with a movable path and a moving speed set in the game medium associated with a first player and an attribute of the region; displaying a selection object so that the selection object is shown in at least one of the plurality of regions according to an operation by a second player; changing an attribute of a region in which the selection object is shown and an attribute of regions contained in an influence range set in the selection object; and moving, when the attribute of the region in which the selection object is shown is changed, the game medium according to the attribute of the region in which the selection object is shown, the movable path and the moving speed set in the game medium. 1. A non-transitory computer-readable storage medium that stores a game program causing a computer to execute functions including:moving each of a game medium in a game field including a plurality of regions, along respective paths set in accordance with a movable path and a moving speed set in the game medium associated with a first player and an attribute of the region;displaying a selection object so that the selection object is shown in at least one of the plurality of regions according to an operation by a second player;changing an attribute of a region in which the selection object is shown and an attribute of regions contained in an influence range set in the selection object; andmoving, when the attribute of at least one of the regions is changed, the game medium according to the changed attribute of the region, the movable path and the moving speed set in the game medium.2. The non-transitory computer-readable storage medium according to claim 1 , wherein the first player is designated as a winner in a game in the game field when ...

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24-02-2022 дата публикации

VIRTUAL PROP CONTROL METHOD AND APPARATUS, STORAGE MEDIUM, AND ELECTRONIC DEVICE

Номер: US20220054935A1
Автор: LIANG Chao
Принадлежит:

The present disclosure discloses a virtual prop control method performed by an electronic device. The method includes: displaying an aiming point of a virtual shooting prop, the virtual shooting prop being controlled by a first virtual operation object associated with the electronic device; when a second virtual operation object is determined as an attachment target of the virtual shooting prop, determining, according to an angle between a position of an aiming point of a virtual shooting prop and a target position of a target virtual operation object, that is, a target rotation angle, a rotation manner of a direction aimed at by the aiming point; and when the rotation manner is a time-based rotation manner, automatically rotating, by the target rotation angle according to a predetermined time duration, the direction aimed at by the aiming point, to align with a target position on a second virtual operation object. 1. A virtual prop control method performed by an electronic device , the method comprising:displaying an aiming point of a virtual shooting prop, the virtual shooting prop being controlled by a first virtual operation object associated with the electronic device;when a second virtual operation object is determined as an attachment target of the virtual shooting prop, determining, according to a target rotation angle, a rotation manner of a direction aimed at by the aiming point, the target rotation angle being an angle required for rotating the direction aimed at by the aiming point, to align with a target position on the second virtual operation object; andwhen the rotation manner is a time-based rotation manner, automatically rotating, by the target rotation angle according to a predetermined time duration, the direction aimed at by the aiming point, to align with the target position on the second virtual operation object.2. The method according to claim 1 , wherein the determining claim 1 , according to a target rotation angle claim 1 , a rotation ...

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24-02-2022 дата публикации

Readable and Editable NPC Behavior Creation using Reinforcement Learning

Номер: US20220054943A1
Принадлежит:

According to a first aspect of this specification, there is disclosed a computer implemented method comprising: training, based on an initial behavior goal and using reinforcement-learning, a reinforcement-learning model for controlling behavior of a non-playable character in a computer game environment; converting the trained reinforcement-learning model into a behavior tree model for controlling behavior of the non-playable character; editing, based on a user input, the behavior tree model to generate an updated behavior tree model for controlling behavior of the non-playable character; and outputting a final model for controlling non-player character behavior for use in the computer game environment, wherein the model for controlling non-player character behavior is based at least in part on the updated behavior tree model. 1. A computer implemented method comprising:training, based on an initial behavior goal and using reinforcement-learning, a reinforcement-learning model for controlling behavior of a non-playable character in a computer game environment;converting the trained reinforcement-learning model into a behavior tree model for controlling behavior of the non-playable character;editing, based on a user input, the behavior tree model to generate an updated behavior tree model for controlling behavior of the non-playable character; andoutputting a final model for controlling non-player character behavior for use in the computer game environment, wherein the final model for controlling non-player character behavior is based at least in part on the updated behavior tree model.2. The method of claim 1 , wherein the input to the reinforcement-learning model is game environment data and the output from the reinforcement-learning model is non-playable character behavior data for causing a non-playable character in the computer game environment to perform one or more actions.3. The method of claim 2 , wherein converting the trained reinforcement-learning model ...

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24-02-2022 дата публикации

VIRTUAL OBJECT CONTROL METHOD AND APPARATUS, TERMINAL, AND STORAGE MEDIUM

Номер: US20220054944A1
Автор: Li Ren Jie, ZHANG Si Ming

A virtual object control includes displaying a display picture corresponding to a virtual environment and a particular attack control. In response to a touch operation for the particular attack control, a target behavior is determined from two different behaviors according to resources associated with the first virtual object. The first virtual object is controlled to perform the target behavior. This can improve congestion caused by excessive icons, reduce the misoperation probability of the user, and ensure operation accuracy. 1. A virtual object control method , performed by a terminal , the method comprising:displaying a display picture corresponding to a virtual environment and displaying a particular attack control, wherein the particular attack control is configured for controlling a first virtual object in the virtual environment to perform at least two different behaviors;determining, in response to a touch operation for the particular attack control, a target behavior from the at least two different behaviors according to resources associated with the first virtual object, the resources being consumed items configured for performing a behavior corresponding to the particular attack control; andcontrolling the first virtual object to perform the target behavior.2. The method according to claim 1 , wherein the determining a target behavior further comprises:obtaining a quantity of the resources associated with the first virtual object; anddetermining the target behavior in the at least two different behaviors according to a value range to which the quantity belongs.3. The method according to claim 2 , wherein the at least two different behaviors comprise a first behavior claim 2 , a second behavior claim 2 , and a third behavior; and the determining the target behavior in further comprises:determining the target behavior as the first behavior when the quantity belongs to a first value range;determining the target behavior as the second behavior when the ...

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06-02-2020 дата публикации

Cross-Pollination Of In-Game Events, Assets and Persistent Communications Using Signs and Likes Across Virtual Environments In Gaming Sessions of a Video Game

Номер: US20200038750A1
Автор: Hideo Kojima
Принадлежит: Sony Interactive Entertainment LLC

A method for connecting game plays between different players playing a video game. The method includes determining that a first character has accomplished a mission within a region of a virtual environment of the video game, wherein the first character is controlled by a first player playing the video game in a first game play. The method includes opening access by the first character to a regional inter-game communication medium in response to accomplishing the task. The method includes generating first data in the first game play. The method includes cross-pollinating the first data using the regional inter-game communication medium across a plurality of virtual environments of a plurality of asynchronous game plays of a plurality of players.

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06-02-2020 дата публикации

Player Induced Counter-Balancing Of Loads On A Character In A Virtual Environment

Номер: US20200038755A1
Автор: KOJIMA Hideo
Принадлежит:

A method for controlling a character in a virtual environment of an interactive gaming application. The method including receiving characteristics of a virtual environment. The method including receiving a weight distribution profile for virtual objects carried by the character, the weight distribution profile causing an offset in a center of gravity of the character. The method including receiving input to move the character about the virtual environment, the input including a first component for moving the character along a path in the virtual environment, and a second component for providing a counter-force to reduce the offset to the center of gravity. The second component is applied when the character graphically appears to be out-of-balance while moving along the path in the virtual environment responsive to the first component. 1. A method for controlling a character in a virtual environment of an interactive gaming application , comprising:receiving characteristics of a virtual environment;receiving a weight distribution profile for virtual objects carried by the character, the weight distribution profile causing an offset in a center of gravity of the character; andreceiving input to move the character about the virtual environment, the input including a first component for moving the character along a path in the virtual environment, and a second component for providing a counter-force to reduce the offset to the center of gravity,wherein the second component is applied when the character graphically appears to be out-of-balance while moving along the path in the virtual environment responsive to the first component.2. The method of claim 1 , further comprising:applying the second component continuously or intermittently as long as the weight distribution profile is unchanged for the character to maintain balance,wherein the offset in the center gravity remains as long as the weight distribution profile is unchanged.3. The method of claim 1 , wherein ...

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06-02-2020 дата публикации

INFORMATION PROCESSING APPARATUS, ARRANGEMENT METHOD, AND ARRANGEMENT PROGRAM

Номер: US20200038756A1
Принадлежит:

An information processing apparatus including a specifying unit configured to specify areas in a virtual space, in which a character and an object are respectively arranged for each event in a game, a detection unit configured to detect an overlap between the area of the object and the area of the character, and an arrangement unit configured to rearrange the area of the character, in which the overlap is detected. 1. An information processing apparatus comprising:a specifying unit configured to specify areas in a virtual space, in which a character and an object are respectively arranged for each event in a game;a detection unit configured to detect an overlap between the area of the object and the area of the character; andan arrangement unit configured to rearrange the area of the character, in which the overlap is detected.2. The information processing apparatus according to claim 1 ,wherein the arrangement unit computes a push-out distance when the area of the character is pushed in a horizontal direction from the area of the object, in which the overlap is detected, so as to be rearranged, and when the push-out distance is longer than a first threshold, the area of the character is repeatedly rearranged in the horizontal direction a predetermined number of times as a limit.3. The information processing apparatus according to claim 2 ,wherein the arrangement unit performs a process of rearranging the area of the character in the horizontal direction in response to the push-out distance while satisfying a condition for the process of repeatedly rearranging the area of the character, and thereafter terminates to rearrange the area of the character when the overlap of the area of the object and the area of the character in the horizontal direction is equal to or less than the second threshold.4. The information processing apparatus according to claim 3 ,wherein the arrangement unit, when the overlap of the area of the object and the area of the character in the ...

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18-02-2021 дата публикации

Virtual Reality Motion Simulator

Номер: US20210046391A1
Автор: Board David
Принадлежит:

Methods and systems for simulating motion in a virtual reality system without external motors or similar machinery are described herein. A mechanical seat may be mounted to a base such that the seat is moveable in at least two dimensions (e.g., roll and pitch). A human occupant of the seat may use a control yoke fixed in relation to the base to cause the chair to move in a direction opposite of the force exerted on the control yoke. An extended reality (XR) motion controller may be mounted in a fixed relationship to the seat. Motion may then be simulated in an XR environment by depicting acceleration that would yield a similar experience on the user's vestibular senses as gravity exerts on the user's vestibular senses based on motion of the seat. 1. A method of simulating motion in an Extended Reality (XR) system , the method comprising:displaying, using a head mounted display worn by a user of the XR system, an XR environment;receiving motion input data from a motion controller fixed in relation to a seat of a mechanical chair movable in at least two dimensions, wherein the motion input data comprises a first direction of tilt of the mechanical chair in at least two dimensions, and wherein the motion input data further comprises a first magnitude associated with the first direction of tilt;determining, based on the motion input data, a resultant magnitude and a resultant direction to be applied within the XR environment;updating the displayed XR environment by moving the user within the XR environment based on the resultant direction and the resultant magnitude.2. The method of claim 1 , wherein the first magnitude identifies an angle of rotation.3. The method of claim 1 , wherein the first magnitude identifies an angular velocity.4. The method of claim 3 , wherein the motion input data further comprises a second magnitude associated with the first direction of tilt claim 3 , wherein the second magnitude identifies an angle of rotation.5. The method of claim 1 , ...

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01-05-2014 дата публикации

Systems and methods for control device including a movement detector

Номер: US20140121019A1
Принадлежит: Nintendo Co Ltd

An example image processing system and method uses a control device including a movement detector. Gesture inputs corresponding to a gesture made by moving the control device are used for animation. An animation begins based on at least one gesture input received prior to completion of the gesture and the animation is modified based on at least one gesture input received after the beginning of the animation.

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03-03-2022 дата публикации

NON-TRANSITORY MEDIUM AND VIDEO GAME PROCESSING SYSTEM

Номер: US20220062767A1
Автор: SAKATA Shinpei
Принадлежит: SQUARE ENIX CO., LTD.

A bubble creation method to be implemented by a server controls a progress of a video game. The bubble creation method includes a calculation formula specifying portion that is configured to specify one or more calculation formulas, and a bubble creation portion that is configured to create a bubble having an appearance defined by the calculation formula. The calculation formula has variables. The bubble creation portion creates a bubble whose appearance changes in accordance with a change of a value of the variable.

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03-03-2022 дата публикации

Storage medium having stored therein information processing program, information processing apparatus, information processing system, and information processing method

Номер: US20220062768A1
Принадлежит: Nintendo Co Ltd

During an attack preparation state, a starting point of a first attack is moved from a first position to a second position that is a position where the first attack is executed, and in accordance with switching of an attack execution object from the attack preparation state to an attack execution state, the attack execution object is caused to execute the first attack. On the other hand, in accordance with switching of the attack execution object from a pre-attack-preparation state to the attack preparation state, a second shadow is drawn so that when a range where the first attack of which a starting point is the second position is blocked by a blocking object, the blocked range is a shadow of the blocking object.

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13-02-2020 дата публикации

EXERCISE DEVICE ELECTRICALLY COUPLED TO A COMPUTING DEVICE FOR POWERING THE COMPUTING DEVICE AND QUANTIFY THE PLAY OF A VIDEO GAME ASSOCIATED WITH THE COMPUTING DEVICE

Номер: US20200047068A1
Автор: Amar Nissim
Принадлежит:

An exercise device electrically coupled to a computing device for powering the computing device and quantify the play of the coupled video game through a video gaming software application is provided. The exercise device is adapted with an electromechanical energy conversion element for producing electrical power for the computing device. Also integrated to the exercise device may be one or more sensors sensing data that the video gaming software application may use to interact with or otherwise quantify the play of the video game, thereby providing incentives to encourage sustained play and, as a corollary, exercise of the user 1. A system operatively associating an exercise device and a computing device , comprising:an electromechanical energy conversion element configured so that in order to power the computing device mechanical work must be applied to the exercise device.2. The system of claim 1 , wherein the exercise device is a bicycle exercise device.3. The system of claim 2 , wherein the computing device is a video game.4. A system operatively associating an exercise device and a computing device having a user interface claim 2 , comprising:one or more sensors operatively associated with the exercise device, each sensor adapted to sense one or more data sets regarding the operation of the exercise device; anda video game software application loaded on the computing device, the video game software application coupled to the one or more sensors so that one or more of the data sets is input of a video game electronically represented on the user interface.5. The system of claim 4 , wherein the exercise device is a bicycle exercise device.6. The system of claim 5 , wherein the one or more data sets includes an effective distance pedaled and/or revolutions per minute pedaled on the bicycle exercise device.7. The system of claim 6 , further comprising an electromechanical energy conversion element configured so that in order to power the computing device mechanical ...

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26-02-2015 дата публикации

MOVING CONTROL DEVICE, MOVING CONTROL METHOD, AND INFORMATION RECORDING MEDIUM

Номер: US20150057056A1
Принадлежит:

An obtaining unit of a moving control device obtains a first contact position and a second contact position on a touch panel. A determination unit determines information about a trajectory of a moving object in a virtual space based on the first contact position and second contact position. A moving control unit moves the moving object in the virtual space based on the information. 1. A moving control device , comprising:an obtaining unit that obtains a first contact position and a second contact position on a touch panel;a determination unit that determines information about a trajectory of a moving object in a virtual space based on the first contact position and the second contact position; anda control unit that controls moving of the moving object in the virtual space based on the information.2. The moving control device according to claim 1 ,wherein the touch panel is provided so as to be overlaid on a display screen, which displays a moving object image representing the moving object, andwherein the determination unit determines the information based on the first contact position and the second contact position in a case where one of the first contact position and the second contact position is inside an area that corresponds to the moving object image and the other is outside the area.3. The moving control device according to claim 2 ,wherein the determination unit determines the information based on one of the first contact position and the second contact position that is outside the area, and a reference position which is associated with the moving object in one of the display screen and the virtual space.4. The moving control device according to claim 2 ,wherein the determination unit comprises a remove determination unit that determines, in a case where the moving object starts to move, whether or not contact is removed at either the first contact position or the second contact position that is outside the area, andwherein the determination unit ...

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10-03-2022 дата публикации

METHOD AND APPARATUS FOR SIMULATED GOLF

Номер: US20220072402A1
Автор: Nicora Daniel Antonio
Принадлежит:

Described herein are methods and apparatuses for simulating golf. For example, described herein is a system for simulating a golf game. The system includes a simulator with a golf ball launch area and a display and an exercise device. The exercise device and simulator are connected to a computer. 1. A system for simulating a golf game , comprising:a simulator containing a golf ball launch area and a display, wherein the golf ball launch area is spaced from the display and positioned to allow a user to launch a golf ball toward the display from the golf ball launch area;a computer coupled to the simulator, wherein the computer is configured to compute a distance to a simulated golf ball landing position after the user launches the golf ball toward the display from the golf ball launch area and aspects of the landing position; anda motion monitor coupled to the computer, wherein the motion monitor and computer are configured to track movement of the user and wherein the simulator displays an image of a golf course that changes according to a player movement during the exercise activity.2. The system according to claim 1 , wherein the simulator comprises sensors configured to detect golf ball motion and the computer is configured to generate a display of a golf ball trajectory in response to detected golf ball motion.3. The system according to claim 1 , wherein conditions of the simulated golf game changes based on the landing position and the movement of the user. The present invention relates generally to computer based sports simulators, and more particularly to golf simulators. In particular, the invention relates to a golf simulator designed to simulate speed golf.Golf is a sport that is continuing to grow in popularity. One of golf's main attractions to enthusiasts is the continual challenge to improving one's game. To become an adept golfer and to maintain golfing proficiency, a significant amount of practice is required. However, few enthusiasts have the ...

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04-03-2021 дата публикации

NON-TRANSITORY COMPUTER-READABLE MEDIUM AND VIDEO GAME PROCESSING SYSTEM

Номер: US20210060432A1
Принадлежит: SQUARE ENIX CO., LTD.

A non-transitory computer-readable medium including a video game processing program for causing a server to perform functions regarding a search of a moving route in a virtual space is provided. The functions include a setting function, an arranging function, a thinning function, and a searching function. The setting function is configured to set a navigation mesh corresponding to a movable area of an object in a virtual space. The arranging function is configured to arrange a plurality of waypoints on the set navigation mesh in accordance with a predetermined arrangement rule. The thinning function is configured to thin out some waypoints, which are selected in accordance with a predetermined selection rule, from the plurality of waypoints thus arranged. The searching function is configured to search a moving route of the object on a basis of arrangement of the plurality of thinned waypoints. 1. A non-transitory computer-readable medium including a video game processing program for causing a server to perform functions regarding a search of a moving route in a virtual space , the functions comprising:a setting function configured to set a navigation mesh corresponding to a movable area of an object in a virtual space;an arranging function configured to arrange a first plurality of waypoints on the set navigation mesh in accordance with a predetermined arrangement rule;a thinning function configured to remove a second plurality of waypoints, which are selected in accordance with a predetermined selection rule, from the first plurality of waypoints thus arranged; anda searching function configured to search a moving route of the object on a basis of arrangement of the second plurality of removed waypoints.2. The non-transitory computer-readable medium according to claim 1 ,wherein the thinning function includes a function configured to refer to a predetermined storage unit that is configured to store information on connection between each waypoint of the first ...

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02-03-2017 дата публикации

Object manipulation method, object manipulation program, and information processing apparatus

Номер: US20170056774A1
Автор: Masaaki Oka
Принадлежит: Sony Interactive Entertainment Inc

In an object (OB) manipulation method of manipulating an object (OB) displayed on a display apparatus for deformation, a control apparatus configured to control the display apparatus executes a step of setting a polyhedron (POL) with a given point (P 0 ) in the object (OB) being a center; a step of dividing a space inside the polyhedron (POL) by a vector going from the center (P0) of the polyhedron (POL) to apexes (P 1 through P 12 ) of the polyhedron (POL); a step of discriminating in which of the divided spaces an apex of the object (OB) is included; a step of storing a decomposition coefficient of the apex (POB) of the object (OB) by three vectors making up the space including the apex (POB) of the object (OB); and a step of deforming the object (OB) in accordance with the deformation manipulation acted on the polyhedron (POL) and displaying the deformed object (OB).

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17-03-2022 дата публикации

Methods and Systems for Providing an Asynchronous Massive Multiplayer Application

Номер: US20220080305A1
Принадлежит:

An illustrative multi-access server system obtains trajectory data from a plurality of client devices engaged in a massive multiplayer application. The trajectory data is representative of asynchronous attempts, by users of the plurality of client devices, to direct respective virtual objects associated with each client device to a target at a real-world location and associated with a real-world event. Based on the trajectory data, the system determines a plurality of virtual trajectories for the asynchronous attempts to direct the respective virtual objects to the target, and, based on the plurality of virtual trajectories, renders a plurality of videos that each concurrently depict the asynchronous attempts to direct the respective virtual objects to the target. The system also streams different videos to different client devices, including customized videos for each client device. Corresponding methods and systems are also disclosed. 1. A method comprising:obtaining, by a multi-access server system from a plurality of client devices engaged in a massive multiplayer application, trajectory data representative of asynchronous attempts, by users of the plurality of client devices, to direct respective virtual objects associated with each client device to a target at a real-world location and associated with a real-world event;determining, by the multi-access server system and based on the trajectory data, a plurality of virtual trajectories for the asynchronous attempts to direct the respective virtual objects to the target;rendering, by the multi-access server system based on the plurality of virtual trajectories, a plurality of videos that each concurrently depict the asynchronous attempts to direct the respective virtual objects to the target; andstreaming, by the multi-access server system, different videos of the plurality of videos to different client devices of the plurality of client devices, wherein each particular video streamed to each particular client ...

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17-03-2022 дата публикации

VIRTUAL ITEM CONTROL METHOD AND APPARATUS, TERMINAL, AND STORAGE MEDIUM

Номер: US20220080313A1

Embodiments of this disclosure disclose a virtual item control method and apparatus, a terminal, and a non-transitory storage medium, and belong to the field of computer technologies. The method includes: displaying a plurality of item icons after a press operation on a throw button is detected; controlling, in response to the press operation moving to the target item icon and a duration reaches a target duration, a virtual object to hold a target virtual item corresponding to the target item icon; controlling, in response to a movement of the press operation, the virtual object to aim at a target position; and controlling, in response to a release of the press operation, the virtual object to throw the target virtual item to the target position. 1. A virtual item control method , performed by a terminal , the method comprising:displaying a plurality of item icons after a press operation on a throw button is detected, the plurality of item icons comprising a target item icon;controlling, in response to the press operation moving to the target item icon and a duration reaches a target duration, a virtual object to hold a target virtual item corresponding to the target item icon, the duration being defined by the period of the press operation on the target item icon;controlling, in response to a movement of the press operation, the virtual object to aim at a target position; andcontrolling, in response to a release of the press operation, the virtual object to release the target virtual item toward the target position.2. The method according to claim 1 , further comprising:setting the target item icon to a selected state in response to the press operation moving to the target item icon.3. The method according to claim 2 , wherein controlling claim 2 , in response to the press operation moving to the target item icon and the duration reaches the target duration claim 2 , the virtual object to hold the target virtual item comprises:controlling, in response to a duration ...

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17-03-2022 дата публикации

NON-TRANSITORY COMPUTER-READABLE MEDIUM AND VIDEO GAME PROCESSING SYSTEM

Номер: US20220080317A1
Принадлежит: SQUARE ENIX CO., LTD.

A non-transitory computer-readable medium including a video game processing program for causing a server to perform functions to control progress of a video game using positional information of a user terminal in response to a user operation is provided. The functions include: a determining function configured to determine a planned arranging position for an event object corresponding to an event selected based on the user operation in a virtual space corresponding to map information on a real space; a changing function configured to change a position at which the event object is arranged or a position of as existing object already arranged on the basis of the planned arranging position; and a generating function configured to generate an event is accordance with a positional condition regarding a position of the user terminal and the position of the event object or the position of the existing object. 1. A non-transitory computer-readable medium storing a video game processing program for causing a computer of a server to perform functions comprising:controlling progress of a video game using positional information of a user terminal of a user in response to a user operation;determining a planned position for an event object planned to be placed in a virtual space corresponding to map information on a real space, the event object corresponding to an event being selected based on the user operation;changing a position at which the event object is to be placed or a position of an existing object which has already been placed based on the planned position; andgenerating an event in accordance with a positional condition regarding a position of the user terminal and either the position of the event object or the position of the existing object.2. The non-transitory computer-readable medium according to claim 1 ,wherein the changing the position includes changing either the position at which the event object is to be placed or the position of the existing object based ...

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10-03-2016 дата публикации

Augmented reality gaming systems and methods

Номер: US20160067604A1
Автор: Jason Yim, Mikayel Saryan
Принадлежит: Trigger Global Inc

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.

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10-03-2016 дата публикации

Methods and Systems for Asynchronous Gaming and Progressive Simulation

Номер: US20160067606A1
Принадлежит: DRAW THE PLAY LLC

Systems, methods, and apparatuses for asynchronous gaming and progressive simulation of strategy game results derived from user input are disclosed. Using an application for a user device, such as a smart phone or tablet, users taking on offensive and defensive roles, respectively, choose respective offensive and defensive strategy definitions, and variations thereof, which may be displayed on the user device. Selected data pertaining to each strategy definition is transferred between the offensive and defensive users. The offensive and defensive strategy definitions are then integrated and simulated at a simulation engine. After simulation is complete, animations associated with and results of the simulation are provided to users along with optional commentary regarding the interaction and result of simulation. 1. A computer system configured to assist in asynchronous gaming and progressive simulation , the computer system comprising:a simulation engine;a network interface; andone or more processors communicatively coupled to the network interface and/or configured to execute the simulation engine, receive, via the network interface, a first input regarding a first offensive strategy definition, the first input originating at a first device associated with an offensive user;', 'provide first information via the network interface to a second device associated with a defensive user, the first information pertaining to an offensive strategy formation associated with the first offensive strategy definition;', 'receive a second input regarding a first defensive strategy definition, the second input originating at the second device, wherein the second device need not be in active communication with the computer system when the first input is received, and the first device need not be in active communication with the computer system when the second input is received;', 'provide at least a portion of the first input and the second input to the simulation engine for ...

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10-03-2016 дата публикации

Methods and Systems for Asynchronous Football Gaming and Progressive Simulation

Номер: US20160067607A1
Принадлежит: DRAW THE PLAY LLC

Systems, methods, and apparatuses for asynchronous American Football gaming and progressive simulation of football game results derived from user input are disclosed. Using an application for a user device, such as a smart phone or tablet, users choose football formations, plays, and variations thereof, which may be displayed on the user device. Selected data is transferred between a user in an offensive role and user in a defensive role pertaining to football formations, plays and schemes thereof. Offensive and defensive play definitions are then integrated and simulated at a simulation engine. After simulation is complete, animations associated with and results of the simulation are provided to users along with optional play by play commentary. 1. A computer system configured to assist in asynchronous football gaming and progressive simulation , the computer system comprising:a simulation engine;a network interface; andone or more processors communicatively coupled to the network interface and/or configured to execute the simulation engine, receive, via the network interface, a first input regarding a first offensive play definition, the first input originating at a first device associated with an offensive user;', 'provide first information via the network interface to a second device associated with a defensive user, the first information pertaining to an offensive play formation associated with the first offensive play definition;', 'receive a second input regarding a first defensive play definition, the second input originating at the second device, wherein the first input is received while the second device is not in active communication with the computer system and the second input is received while the first device is not in active communication with the computer system;', 'provide at least a portion of the first input and the second input to the simulation engine for processing a simulation of a first play by, at least in part, calculating an interaction ...

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10-03-2016 дата публикации

AUGMENTED REALITY GAMING SYSTEMS AND METHODS

Номер: US20160067608A1
Автор: Saryan Miyakel, Yim Jason
Принадлежит:

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. 1. A method comprising:visually analyzing, by a processor of a computing device, a field of play comprising a plurality of physical objects;determining, by the processor, that the plurality of physical objects comprises physical game pieces and field of play objects;analyzing, by the processor, each of the physical game pieces to recognize uniquely identifiable physical characteristic for unique identification of each game piece by the processor;uniquely identifying, by the processor, the physical game pieces based on the analyzed identification indicia;designating, by the processor as the field of play objects, a subset of the plurality of physical objects that are not identified as the physical game pieces;visibly displaying, by the processor on a display screen of the computing device, the field of play as a terrain for an AR (Augmented Reality) game, wherein a number of the field of play objects are displayed as positioned on the terrain with a virtual appearance that differs from an appearance of the field of play object in the real world;determining, by the processor, if placements of the plurality of ...

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28-02-2019 дата публикации

SEPARATION PLANE COMPRESSION

Номер: US20190065641A1
Принадлежит: Microsoft Technology Licensing, LLC

A computing device, including a processor configured to execute a physics engine. At a first time step, the physics engine may, for a first body located at a first position, determine a non-collision region bounded on a side by a separation plane such that when the first body is within the non-collision region, the first body does not collide with a second body. The physics engine may apply lossy compression to the separation plane to generate a compressed separation plane, and may determine a first conservative distance vector between the first body and the compressed separation plane. At a second time step, the physics engine may move the first body to a second position, determine a second conservative distance vector between the first body and the compressed separation plane, and translate the compressed separation plane based on the second position and the second conservative distance vector. 1. A computing device , comprising:a processor configured to execute a physics engine to simulate real-time dynamics of a simulated physical system including a plurality of bodies, the physics engine being configured to: for a first body of the plurality of bodies located at a first position, determine a non-collision region such that when the first body is within the non-collision region, the first body does not collide with a second body of the plurality of bodies, wherein the non-collision region is bounded on a side by a separation plane that partitions the simulated physical system;', 'apply lossy compression to the separation plane to generate a compressed separation plane; and', 'determine a first conservative distance vector between the first body and the compressed separation plane; and, 'at a first time step move the first body from the first position to a second position that has a displacement from the first position;', 'determine a second conservative distance vector between the first body and the compressed separation plane; and', 'translate the compressed ...

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12-03-2015 дата публикации

GAME DEVICE, GAME SYSTEM, AND COMPUTER-READABLE STORAGE MEDIUM HAVING PROGRAM RECORDED THEREON

Номер: US20150072745A1
Принадлежит: Konami Digital Entertainment Co., Ltd.

A game device for controlling a game in which a function is applied to a movable object by moving an aiming cursor to be superimposed on the movable object, includes a cursor moving unit for moving the aiming cursor according to a user's operation; a specific region setting unit for setting a specific region on a screen, in which the aiming cursor is movable; a cursor within region setting unit for setting a size of the aiming cursor within the specific region so as to change the size of the aiming cursor according to a location within the specific region; and a specific region moving unit for moving the specific region according to a user's operation before a movement of the movable object is started. 1. A game device for controlling a game in which a function is applied to a movable object by superimposing an aiming cursor on the movable object , comprising:a cursor moving unit for moving the aiming cursor according to a user's operation;a specific region setting unit for setting a specific region on a screen, in which the aiming cursor is movable;a cursor within region setting unit for setting a size of the aiming cursor within the specific region so as to change the size of the aiming cursor according to a location of the aiming cursor within the specific region; anda specific region moving unit for moving the specific region according to a user's operation before a movement of the movable object is started.2. The game device according to claim 1 , wherein:the cursor within region setting unit sets the size of the aiming cursor within the specific region so that the more the aiming cursor is away from a center portion of the specific region, the smaller the size of the aiming cursor is.3. The game device according to claim 1 , wherein:the specific region setting unit initializes the specific region at a reference position on the screen.4. The game device according to claim 3 , wherein:the game is a baseball game or a softball game; andthe specific region is set ...

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17-03-2016 дата публикации

CONTROL OF PHYSICS ENGINE

Номер: US20160074753A1
Принадлежит:

A system for providing a computer implemented game having a plurality of game objects which in use are displayed on a display, said system comprising: an input configured to receive an input from a user; a game engine part configured to be responsive to the received input; a physics engine configured to control movement of said plurality of game objects, each game object being classified as moving or stationary; and a position control part configured to receive physics engine information from said physics engine and based on said physics engine information to determine if a game object classified as moving is to be reclassified as stationary and if so to provide classification information to said physics engine. 1. A system for providing a computer implemented game having a plurality of game objects which in use are displayed on a display , said system comprising:an input configured to receive an input from a user;a game engine part configured to be responsive to the received input;a physics engine configured to control movement of said plurality of game objects, each game object being classified as moving or stationary; anda position control part configured to receive physics engine information from said physics engine and based on said physics engine information to determine if a game object classified as moving is to be reclassified as stationary and if so to provide classification information to said physics engine.2. A system as claimed in claim 1 , wherein said position control part is configured to determine if a game object which is to be reclassified as stationary is to have its position adjusted.3. A system as claimed in claim 2 , wherein game objects are arranged in a defined pattern and said position control part is configured to adjust a position of said game object to be reclassified to conform to said defined pattern.4. A system as claimed in claim 3 , wherein said defined pattern is a hexagonal field pattern.5. A system as claimed in claim 2 , ...

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07-03-2019 дата публикации

BODY MOTION DRIVEN INTERFACE SYSTEM

Номер: US20190070501A1
Принадлежит: Champlain College

A body motion driven interface system, the system uses an interface to track body position along with optional body positional elements driven by the user's body. The body motion driven interface includes an interactive object, a rocking platform for supporting the user's body, a tilt sensor for sensing tilt of the rocking platform, an optional position sensor for sensing position of the body positional elements relative to the rocking platform, and an optional tactile sensor for sensing touch of the body. The system further includes a control unit receiving tilt sensor data from the tilt sensor, position sensor data from the position sensor and tactile sensor data from the tactile sensor. The control unit uses the tilt sensor data, the position sensor data and the tactile sensor data to generate instructions that change a state within the computer driven visual display to create an imagination driven simulated reality. 1) A body motion driven interface system that uses at least one from the group consisting of a user's body position and a body positional element driven by a user's body to change a state within a computer driven visual display , comprising:a) rocking platform for supporting the user's body;b) a tilt sensor for sensing tilt of the rocking platform;c) a position sensor for sensing position of the body positional element relative to the rocking platform;d) a control unit receiving tilt sensor data from said tilt sensor and position sensor data from said position sensor; ande) wherein said control unit uses said tilt sensor data and said position sensor data to generate instructions that change the state within the computer driven visual display.2) A body motion driven interface system as recited in claim 1 , further comprising an interactive object interfacing the user's body with said rocking platform.3) A body motion driven interface system as recited in claim 2 , wherein said interactive object is a box.4) A body motion driven interface system as ...

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07-03-2019 дата публикации

Method and system for rendering video game images

Номер: US20190070505A1
Принадлежит: Eidos Interactive Corp, Square Enix Ltd

A method comprises producing image frames representing evolution of a scene in a field of view of a virtual camera in a virtual environment; and rendering in the image frames an appearance of movement of an environment element in the scene in correspondence with movement of the virtual camera within the virtual environment. In another method the virtual environment may include a virtual camera, an object of interest and an environment element of which at least a portion is located between the virtual camera and the object of interest. The method may comprise producing a sequence of image frames representing evolution of a scene, and over the course of multiple image frames, rendering an appearance of movement of the portion of the environment element to expose more of the object of interest in at least part of the scene previously occupied by the portion of the environment element that was moved.

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07-03-2019 дата публикации

ONLINE GOLF GAME CONTEMPERANOUS WITH LIVE GOLF TOURNAMENTS

Номер: US20190070508A1
Автор: Cotton Kevin Walter
Принадлежит:

A gaming system for the contemporaneous viewing of a golf broadcast and the virtual playing of the same golf course including a player window adapted for the playing of virtual golf by a virtual player and a broadcast window adapted for the showing of golf being played by a non-virtual player. The player window and the broadcast window being adapted for the contemporaneous playing of the same golf course by the virtual player and the non-virtual player. 1. A gaming system for the contemporaneous viewing of a golf broadcast and the virtual playing of the same golf course , comprising:a player window adapted for the playing of virtual golf by a virtual player;a broadcast window adapted for the showing of golf being played by a non-virtual player; said player window and said broadcast window being adapted for the contemporaneous playing of the same golf course by the virtual player and the non-virtual player.2. The gaming system of claim 1 , wherein said player window includes a profile panel to enable a virtual player to customize their gaming experience.3. The gaming system of claim 2 , wherein said profile panel includes an apparel window to enable a virtual player to customize the virtual clothes claim 2 , shoes and the like.4. The gaming system of claim 2 , wherein said profile panel includes a style window to enable a virtual player to customize the swing speed claim 2 , ball trajectory claim 2 , draw or fade preferences and the like.5. The gaming system of claim 2 , wherein said profile panel includes a statistics window to enable a virtual player to review their personal stats related fairways in regulation claim 2 , greens in regulation claim 2 , average driving distance claim 2 , putts per round and other like statistics.6. The gaming system of claim 2 , wherein said profile panel includes a statistics window to enable a virtual player to review the stats of the non-virtual player related fairways in regulation claim 2 , greens in regulation claim 2 , average ...

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16-03-2017 дата публикации

SYSTEM AND METHOD FOR PROVIDING AN ALTERNATE REALITY RIDE EXPERIENCE

Номер: US20170072316A1
Автор: FINFTER Guy
Принадлежит:

This invention relates to a wearable autonomous apparatus adapted to altering at least one or more user's senses, such as views, sound, smell, or haptic/tactile, of an alternate reality scene in response to a real physical movement of the user. 1. A method for providing alternate reality to a user , comprising the steps of:(a) providing a ride map describing a path of the user through physical space;(b) providing an alternate reality file containing data sufficient for implementing a given alternate reality;(c) providing a physical location of the user;(d) providing gaze data of the user,(e) determining a current location of the user in said ride map based on said ride map and said provided physical location; and(f) calculating a reference, said calculating based on said current location of the user in the ride map, said provided gaze data, and the alternate reality, said reference indicating which parts of the alternate reality to provide to the user,(g) wherein said physical location is provided based on sensors worn by the user.2. The method of wherein said physical location of the user is specific to the user and not to a vehicle of the user.3. The method of wherein said physical location of the user is provided only using sensors worn by the user.4. The method of wherein said sensors are of a head mounted device (HMD) worn by the user.5. The method of wherein a portion of said sensors are of a head mounted device (HMD) worn by the user and another portion of said sensors are of a wearable add-on worn by the user.6. The method of further including a step of: providing a portion of the alternate reality to the user based on said reference.7. The method of wherein the user is moving on a track claim 1 , said track being a physical structure used for a known path of movement claim 1 , and said determining a current location of the user is synchronized to the user's movement on said track.8. The method of wherein said ride map is an individual ride map based on the ...

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15-03-2018 дата публикации

INFORMATION PROCESSING APPARATUS, INFORMATION PROCESSING SYSTEM, INFORMATION PROCESSING METHOD, AND PROGRAM

Номер: US20180074590A1
Принадлежит:

There is provided an information processing apparatus including a delay amount decision unit configured to decide a delay amount of a haptic output from occurrence of an event on the basis of an event occurring position in a virtual space, and a haptic output control unit configured to delay the haptic output according to the delay amount decided by the delay amount decision unit. 1. An information processing apparatus , comprising: determine a haptic delay time of a haptic output based on a virtual distance between a viewpoint position of a user and an occurrence position of a virtual event, wherein the virtual event causes a set of (a) visual output to be displayed on a display, (b) sound output to be output by an sound output device and (c) haptic output to be output by a vibration actuator;', 'delay the haptic output based on the determined haptic delay time, wherein the determined haptic delay time elapses from a time at which the visual output of the virtual event is displayed on the display; and', 'control the vibration actuator to generate the delayed haptic output based on the virtual event, wherein the vibration actuator is different from the sound output device., 'a Central Processing Unit (CPU) configured to2. The information processing apparatus according to claim 1 , wherein the visual output of the virtual event includes an image in which the occurrence position of the virtual event is away from the viewpoint position of the user.3. The information processing apparatus according to claim 1 , wherein the CPU is further configured to delay the sound output based on a delay time.4. The information processing apparatus according to claim 3 , wherein the delay time is different from the determined haptic delay time.5. The information processing apparatus according to claim 1 , wherein the haptic delay time is determined based on a medium of a virtual space in which the virtual event occurs.6. The information processing apparatus according to claim 5 , ...

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05-06-2014 дата публикации

System and method for location-based gaming with real world locations and population centers

Номер: US20140155156A1
Принадлежит: QONQR LLC

The present disclosure is directed to an online or mobile application for playing a location-based multiplayer game. In one configuration and by non-limiting example, the game is a cross-platform, location-based, massively-multiplayer game of strategy. Players interact to capture millions of battle zones that correspond to real world locations in hundreds of countries using their mobile devices, web browsers, and consoles.

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07-03-2019 дата публикации

Computer-readable recording medium, computer apparatus, and computer processing method

Номер: US20190073809A1
Автор: Hideyuki Takahashi
Принадлежит: Square Enix Co Ltd

A program and computer apparatus to execute a method including: placing a rectangular parallelepiped object having a given attribute and a display mode according to the given attribute in a virtual space; identifying a first display mode of a face of a placed object which is not in contact with a different placed object according to an attribute of the placed object; identifying, with respect to at least one of a plurality of placed objects which are adjacent to each other and have different attributes, a second display mode of a face thereof which is not in contact with the different placed object according to an attribute of the placed object and an attribute of an adjacent placed object; and drawing, for displaying a placed object on a display screen, according to any one of the first display mode identified and the second display mode identified.

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12-03-2020 дата публикации

Information storage media, game devices and servers

Номер: US20200078683A1
Принадлежит: Bandai Namco Entertainment Inc

Provided is the game device which sets the designated object from among the objects arranged in the game space as an object in the holding state, performs control for arranging the object set in the holding state at the predetermined position in the game space, and/or displays information of the object set in the holding state at a predetermined position on the game image. When the predetermined condition is satisfied, the game device releases the holding state of the object set to be in the holding state by the holding controller and causes the object to perform the predetermined operation.

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21-03-2019 дата публикации

METHOD AND APPARATUS FOR PREVENTING A COLLISION BETWEEN SUBJECTS

Номер: US20190083880A1
Автор: KIM Yun-jung
Принадлежит:

An apparatus for executing a computer game is provided. The apparatus includes an output unit configured to transmit a first image generated based on a form of a first user participating in the computer game and a second image generated based on a form of a second user participating in the computer game to a display apparatus, and a control unit configured to predict a possibility of a collision between the first user and the second user, and to control transmitting warning information indicating the possibility of the collision to the display apparatus via the output unit, according to a result of the predicting. 1. An electronic device comprising:a display; and in response to receiving a request for executing an application, determine a range of motion of a user,', 'determine a location of at least one object which is present in an area near the user,', 'based on the range of motion of the user and the location of the at least one object, predict a possibility of a collision between the user and the at least one object, and', 'based on the predicted possibility of the collision, control the display to output a warning information notifying the possibility of the collision., 'at least one processor configured to2. The electronic device of claim 1 , wherein the at least one processor is further configured to claim 1 , based on content of the application claim 1 , determine a size of the range of motion of the user.3. The electronic device of claim 1 , wherein the at least one processor is further configured to claim 1 , if the location of the at least one object and the range of motion of the user overlap with each other claim 1 , predict the possibility of the collision between the user and the at least one object.4. The electronic device of claim 1 , wherein the at least one processor is further configured to:predict a movement to another location by the user based on content of the application, anddetermine the range of motion of the user by further taking into ...

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30-03-2017 дата публикации

GAME PROGRAM AND GAME APPARATUS

Номер: US20170087463A1
Принадлежит:

A forward direction line is set on a course, in a virtual game world, on which a player object is allowed to move. An advancing direction at a current position of the player object is determined based on the forward direction line. The advancing direction is determined as a direction in which the player object advances so as to control a movement of a player character in accordance with an acceleration instruction, and a leftward-rightward movement instruction from a player. Consequently, it is possible to assist the player in controlling a direction in which an object operated by the player moves. 1. A non-transitory computer-readable storage medium having stored thereon a game program for moving a player object in a virtual game world in accordance with an operation performed by a player , the game program causing a computer of a game apparatus to:display the player object on a screen of a display device;automatically determine an advancing direction based at least on a current position of the player object in the virtual game world during gameplay of the game program, the advancing direction used for assisting a direction in which the player object advances within the virtual world, the advancing direction being further determined based on at least one control point that is associated with at least one position in the virtual game world near the current position of the player object among a plurality of control points that are associated with a plurality of points in the virtual game world, each one of the plurality of control points having a predetermined advancing direction associated therewith;detect a movement and/or acceleration instruction inputted by the player and given to the player object, using an input device that is used for advancing the player object;move and/or accelerate the player object in a direction within the virtual world based on a combination of the movement and/or acceleration instruction and the determined advancing direction;determine, ...

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02-04-2015 дата публикации

SYSTEM AND METHODS FOR ADAPTING OPERATION OF A COMPUTING DEVICE BASED ON INTRINSIC MOTIVATORS, PLAY PROFILES AND PLAY PERSONALITIES

Номер: US20150094144A1
Принадлежит:

Techniques are described herein for automatically determining a play personality of a user. Play personalities develop from play type and play patterns, which may be automatically determined by computing devices based on that user/subject's information and actions. Furthermore, in a gaming environment, the play personality of the user/subject may be represented by an avatar, doppelganger, narrative, graphic or iconic depiction. The play personality may be determined based on the avatar or doppelganger's actions, which may include but are not limited to how they respond to questions posed by non-playing characters and/or the avatars or doppelgangers of other users. Once determined, the play personality may be used as a basis for identifying and integrating intrinsic motivators and integrating user-centric design which can alter some aspect of the game environment, such as the appearance of the avatar, or the nature of a quest, or means for identifying or exploring solutions in gamification. 1. A method for adapting operation of a computing device based on a play personality of a user , comprising:obtaining information that indicates the play personality of the user;determining that the user is using the computing device;during execution of software that generates output displayed on the computing device while the user is using the device, adapting operation of the software based, at least in part, on the play personality of the user;wherein the method is performed by one or more computing devices;wherein the one or more computing devices include the computing device.2. The method of wherein the software is a digital game claim 1 , and the step of adapting operation of the software includes selecting a game challenge for the user based claim 1 , at least in part claim 1 , on the play personality of the user.3. The method of wherein adapting operation of the software includes:determining whether a particular place is associated with an activity that corresponds to the ...

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05-05-2022 дата публикации

IN-GAME VISUALIZATION OF SPECTATOR FEEDBACK

Номер: US20220134225A1
Автор: Omote Masanori
Принадлежит:

Methods and systems are provided for displaying voice input of a spectator in a video game. The method includes receiving, by a server, the voice input produced by the spectator while viewing video game video of the video game. The method includes examining, by the server, the voice input to identify speech characteristics associated with the voice input of the spectator. The method includes processing, by the server, the voice input to generate a spectator video that includes text images representing the voice input of the spectator. In one embodiment, the text images are configured to be adjusted in visual appearance based on the speech characteristics of the voice input, wherein the text images are directed in a field of view of an avatar of the spectator. The method includes combining, by the server, video game video with the spectator video to produce an overlay of the text images graphically moving in toward a game scene provided by the video game video. The method includes sending, to a client device, a spectator video stream that includes the overlay of the text images.

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12-05-2022 дата публикации

INFORMATION PROCESSING DEVICE, CONTROL METHOD OF INFORMATION PROCESSING DEVICE, AND PROGRAM

Номер: US20220143496A1
Автор: OHASHI Yoshinori
Принадлежит: Sony Interactive Entertainment Inc.

An information processing device obtains information regarding the position of each fingertip of a user in a real space, and determines contact between a virtual object set within a virtual space and a finger of the user. The information processing device sets the virtual object in a partly deformed state such that a part of the virtual object, the part corresponding to the position of the finger determined to be in contact with the object among the fingers of the user, is located more to a far side from a user side than the finger, and displays the virtual object having the shape set thereto as an image in the virtual space on a display device. 1. An information processing device connected to a display device presenting an image of a virtual space to a user , the information processing device comprising:an obtaining section for obtaining information regarding a position of a first hand of the user, a position of each fingertip of the first hand, a position of a second hand of the user, and a position of each fingertip of the second hand in a real space;an object setting section for setting a position and an image of a virtual object within the virtual space;a determining section for determining contact between the virtual object set within the virtual space and a first hand of the user or a second hand of the user; anda shape setting section for setting the virtual object in a deformed state when the first hand or the second hand is in contact with the virtual object;wherein the object setting section changes a size of the virtual object in response to contact of the first hand or the second hand with the virtual object.2. The information processing device according to claim 1 ,wherein the object setting section changes the size of the virtual object when the virtual object is simultaneously grasped by the first hand and the second hand at opposing ends of the virtual object.3. The information processing device according to claim 1 ,wherein the object setting ...

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12-05-2022 дата публикации

Systems and Methods for Imparting Dynamic and Realistic Movement to Player-Controlled Avatars in Video Games

Номер: US20220143504A1
Принадлежит:

Systems and methods are described for imparting dynamic, non-linear and realistic movement and look and feel to a player's/virtual character's first-person limbs and hand-held object model, and procedurally animating a first-person virtual camera such that it simulates the movement of a camera handheld by the player/virtual character. To impart chaotic or random motion to the first-person limbs and hand-held object model a first module defines and implements first and second two dimensional mass-spring-damper systems, each of which is linked to the player's/virtual vector's view vector. Procedural animation or rotational shake is implemented by a second module by applying a coherent noise function to each of the six axes of the first-person virtual camera. 1. A method of determining an orientation of a virtual character's first-person arms and object as the virtual character is turned by a player during gameplay , wherein the virtual character is characterized by a torso having a torso mass and a torso anchor and wherein the object is held by the virtual character and characterized by an object mass and an object anchor , the method being implemented by at least one server executing a plurality of programmatic instructions and comprising:determining a current torso anchor orientation from a view vector orientation of the virtual character and view vector angular velocity of the virtual character;determining a current torso mass orientation based on the current torso anchor orientation;determining a current object anchor orientation from the view vector angular velocity and the current torso mass orientation;determining a current object mass orientation based on the current object anchor orientation;determining a first angular offset between the current torso mass orientation and the view vector orientation in order to pivot the first-person arms and object near a shoulder of the virtual character; anddetermining a second angular offset between the current object ...

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12-05-2022 дата публикации

METHOD AND APPARATUS FOR DISPLAYING VIRTUAL PROP, STORAGE MEDIUM, AND ELECTRONIC DEVICE

Номер: US20220143507A1
Автор: LIANG Chao, LIU Zhihong

A method, apparatus, and a storage medium for displaying a virtual prop includes: displaying a screen in which a target virtual operation object is located in a target application; detecting a virtual prop of a target type within a visual angle range of the target virtual operation object in response to the target virtual operation object being configured with a target virtual skill, where the target virtual skill allows the target virtual operation object to see the virtual prop of the target type through a virtual obstacle; and displaying perspective information of the target virtual prop in the target application in response to the target virtual prop of the target type being detected within the visual angle range of the target virtual operation object. 1. A method for displaying a virtual prop , applicable to an electronic device , the method comprising:displaying a screen in which a target virtual operation object is located in a target application;detecting a virtual prop of a target type within a visual angle range of the target virtual operation object in response to the target virtual operation object being configured with a target virtual skill, the target virtual skill allowing the target virtual operation object to see the virtual prop of the target type through a virtual obstacle; anddisplaying, perspective information of the target virtual prop in the target application in response to the target virtual prop of the target type being detected within the visual angle range of the target virtual operation object, a distance between the target virtual operation object and the target virtual prop is less than a predetermined threshold, and at least one target virtual obstacle exists between the target virtual operation object and the target virtual prop.2. The method according to claim 1 , wherein the displaying perspective information of the target virtual prop in the target application in response to the target virtual prop of the target type being ...

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05-04-2018 дата публикации

SYSTEMS AND METHODS TO DISPLAY THREE DIMENSIONAL DIGITAL ASSETS IN AN ONLINE ENVIRONMENT BASED ON AN OBJECTIVE

Номер: US20180096383A1
Принадлежит:

In one embodiment, a computer data store comprises a plurality of branded 3D digital assets that can be displayed in an online environment, where a branded 3D digital asset can transmit engagement metric data based on user interaction or viewability with the branded 3D digital asset, displayed on a client machine. The client machine is configured to determine a proportion of the branded 3D digital asset displayed on screen of a graphical user interface of the client machine, and obtain a percentage of the screen of the graphical user interface that the branded 3D digital asset is covering using a screen bounding function of a 3D engine of the online environment to generate engagement metric data. A computer server is configured to receive an objective related to a placement of the branded 3D digital asset, the objective determining when to display the branded 3D digital asset. The objective further including an engagement rule. The branded 3D digital asset is retrieved from the computer data store and displayed in the online environment. The server then determines whether the objective has been achieved by the user, and if so, prevents display of the branded 3D digital asset for a predetermined period of time. In another embodiment, the client computer system can be further configured to determine whether the 3D digital asset is drawn on a culling mask of a camera in the online environment, the 3D digital asset comprising a collidable mesh, draw a line between the camera and the 3D digital asset using a ray casting based technique, and determine that the line collides with the collidable mesh of the 3D digital asset. The client computer machine obtains the percentage of the screen of the graphical user interface when it is determined that the line collides with the collidable mesh of the 3D branded digital asset. 1. A system for providing periodic display of branded three dimensional (3D) digital assets on in an online environment , comprising: determine a ...

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26-03-2020 дата публикации

GAMING SYSTEM, GAMING METHOD, SERVER DEVICE, TERMINAL DEVICE, AND PROGRAM

Номер: US20200094143A1
Автор: SHIMIZU Keita
Принадлежит:

A gaming device is provided. The gaming device has: a state deciding unit configured to accept an input from the user while a display object displayed on a display screen is performing a given movement and thereby decide the state of the display object performing the given movement; 1. A gaming system comprising:a state deciding unit configured to accept an input from a user while a display object displayed on a display screen is performing a given movement and thereby decide a state of the display object performing the given movement;a random number generating unit configured to randomly generate a value from among numerical values in a predetermined given range; anda determining unit configured to determine a game result based on a value corresponding to the state of the display object decided by the state deciding unit and the value generated by the random number generating unit.2. The gaming system according to claim 1 , wherein:the state deciding unit includes: a first state deciding unit configured to accept an input from the user while a display object displayed on the display screen is performing a first given movement and thereby decide a state of the display object performing the first given movement; and a second state deciding unit configured to accept an input from the user while the display object displayed on the display screen is performing a second given movement and thereby decide a state of the display object performing the second given movement; andthe determining unit is configured to determine a game result based on a value corresponding to the state of the display object performing the first given movement decided by the first state deciding unit, a value corresponding to the state of the display object performing the second given movement decided by the second state deciding unit, and the value generated by the random number generating unit.3. The gaming system according to claim 2 , wherein the determining unit is configured to: perform ...

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08-04-2021 дата публикации

Method and apparatus for auto-scoring a golf-based game

Номер: US20210101069A1
Принадлежит: Individual

A method includes determining whether a hit ball comes to rest on a grid. The method includes, when the hit ball does not come to rest on the grid, assigning zero points to the hit ball. When the hit ball comes to rest on the grid, the method includes determining whether the hit ball comes to rest within an accuracy zone of the grid and whether the hit ball comes to rest beyond a long drive marker of the grid. The method includes, when the hit ball does not come to rest within the accuracy zone and does not come to rest beyond the long drive marker, assigning a first number of points. The method includes, when the hit ball does not come to rest within the accuracy zone and comes to rest beyond the long drive marker, assigning a second number of points. The method includes, when the hit ball comes to rest within the accuracy zone and does not come to rest beyond the long drive marker, assigning the second or a different number of points. The method includes, when the hit ball comes to rest within the accuracy zone and comes to rest beyond the long drive marker, assigning a third number of points.

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04-04-2019 дата публикации

GAME PROGRAM AND GAME APPARATUS

Номер: US20190099670A1
Принадлежит:

A forward direction line is set on a course, in a virtual game world, on which a player object is allowed to move. An advancing direction at a current position of the player object is determined based on the forward direction line. The advancing direction is determined as a direction in which the player object advances so as to control a movement of a player character in accordance with an acceleration instruction, and a leftward-rightward movement instruction from a player. Consequently, it is possible to assist the player in controlling a direction in which an object operated by the player moves. 1. A non-transitory computer-readable storage medium having stored thereon a game program for moving an object on a course in a virtual game world , the game program comprising instructions that cause a computer of a game apparatus to:set a virtual camera in the virtual game world, wherein the virtual camera is set to shoot the course based on a course direction;generate, based on the set virtual camera, an image of the virtual game world, the generated image including the object;display the generated image on a screen of a display device;determine a first vector based at least on a current position of the object in the virtual game world and direction data set at a control point on the course during gameplay of the game program, wherein the first vector is along the course direction;detect an instruction inputted by the player;determine a second vector based at least on the instruction by the player, wherein a direction of the second vector is based on a direction of the instruction; andmove the object based at least on the first vector and the second vector while the instruction is detected.2. The non-transitory computer-readable storage medium according to claim 1 , wherein the game program comprises further instructions that cause the computer to move the object on the course within the virtual game world without using the second vector while the instruction is not ...

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02-06-2022 дата публикации

Identifying graphic interchange formats for including with content of a video game

Номер: US20220168639A1
Принадлежит: Sony Interactive Entertainment Inc

Methods and systems for representing emotions of an audience of spectators viewing online gaming of a video game include capturing interaction data from spectators of an audience engaged in watching gameplay of the video game. The captured interaction data is used to cluster the spectators into different groups in accordance to emotions detected from the interactions of spectators in the audience. A graphic interchange format file (GIF) is identified for each group based on the emotion associated with the group. The GIFs representing the distinct emotions of different groups of spectators are forwarded to client devices of spectators for rendering alongside content of the video game.

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02-06-2022 дата публикации

CLUSTERING AUDIENCE BASED ON EXPRESSIONS CAPTURED FROM DIFFERENT SPECTATORS OF THE AUDIENCE

Номер: US20220168644A1
Принадлежит:

Methods and systems for representing emotions of an audience of spectators viewing online gaming of a video game include capturing interaction data from spectators in an audience engaged in watching gameplay of the video game. The captured interaction data is aggregated by clustering the spectators into different groups in accordance to emotions detected from the spectators in the audience. An avatar is generated to represent emotion of each group and expressions of the avatar are dynamically adjusted to match changes in the expressions of the spectators of the respective group. The avatars representing distinct emotions of different group of spectators is presented alongside content of the video game. A size of the avatar for each distinct emotion is influenced by the confidence score associated with the respective group of spectators. 1. A method , comprising:capturing interaction data from spectators in an audience engaged in watching gameplay of a video game;aggregating the interaction data captured from the spectators in the audience, the aggregation includes clustering the spectators into different groups in accordance to emotions detected from the interaction data of the spectators in the audience, wherein each group of spectators is associated with a distinct emotion and a confidence score that corresponds to a number of spectators in respective group expressing the distinct emotion;generating an avatar to represent the distinct emotion of each group, wherein expressions of the avatar associated with each group being dynamically adjusted to match changes in expressions of the spectators in the respective group, a size of the avatar representing the distinct emotion scaled based on the confidence score associated with the respective group of spectators; andpresenting avatars representing distinct emotions of the different group of spectators in the audience over an image representation of the audience rendered alongside content of the video game, the image ...

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02-06-2022 дата публикации

DRIFT METHOD AND APPARATUS FOR VIRTUAL VEHICLE IN VIRTUAL WORLD AND STORAGE MEDIUM

Номер: US20220168645A1
Автор: HUANG Xiong Fei, Liu Jing

A drift method for a virtual vehicle in a virtual world is disclosed, including: receiving an operation start event with respect to a target interaction control that is provided on a user interface of an application while a virtual vehicle in a virtual world in the application is in a normal traveling state; controlling, according to the operation start event, the virtual vehicle to enter a drift state in the virtual world; and after an operation end event with respect to the target interaction control is received, controlling the virtual vehicle to remain in the drift state based on an angle between a vehicle head direction and a traveling direction being greater than or equal to a first threshold. 1. A drift method for a virtual vehicle in a virtual world , performed by a terminal comprising at least one processor , the method comprising:receiving an operation start event based on an operation on a target interaction control that is provided on a user interface of an application while a virtual vehicle in a virtual world in the application is in a normal traveling state;controlling, according to the operation start event, the virtual vehicle to enter a drift state in the virtual world; andafter an operation end event is received based on a release of the operation on the target interaction, controlling the virtual vehicle to remain in the drift state based on an angle between a vehicle head direction and a traveling direction, at a time of releasing the operation, being greater than or equal to a first threshold.2. The method according to claim 1 , wherein the controlling the virtual vehicle to remain in the drift state comprises:increasing a dynamic drift-holding traction on the virtual vehicle along the vehicle head direction, the dynamic drift-holding traction being used for controlling the virtual vehicle to remain in the drift state.3. The method according to claim 2 , wherein a magnitude of the dynamic drift-holding traction is in a positive correlation with ...

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02-06-2022 дата публикации

METHOD AND APPARATUS FOR CONTROLLING VIRTUAL CHARACTER IN VIRTUAL ENVIRONMENT, DEVICE, AND MEDIUM

Номер: US20220168646A1
Автор: GUO Chang, LIU Zhihong

Embodiments of this disclosure include an information processing method. In the method, a picture of a virtual environment is displayed. The picture includes a target region located in the virtual environment where the target region is adjacent to a neighboring region in the virtual environment. In response to a first movement instruction, a virtual character is controlled to enter the target region from the neighboring region by processing circuitry of an information processing apparatus. A first movement speed of the virtual character in the neighboring region is higher than a second movement speed of the virtual character in the target region. The information processing apparatus and non-transitory computer-readable storage medium counterpart embodiments are also contemplated. 1. An information processing method , comprising:displaying a picture of a virtual environment, the picture including a target region located in the virtual environment, the target region being adjacent to a neighboring region in the virtual environment; andin response to a first movement instruction, controlling, by processing circuitry of an information processing apparatus, a virtual character to enter the target region from the neighboring region, whereina first movement speed of the virtual character in the neighboring region is higher than a second movement speed of the virtual character in the target region.2. The method according to claim 1 , further comprising:controlling, in response to the virtual character being located in the target region, the virtual character to sink in the target region.3. The method according to claim 2 , wherein the controlling the virtual character to sink in the target region comprises:in response to the virtual character being located in the target region and an amount of time that the virtual character has not been moved reaching a time threshold, controlling, the virtual character to sink in the target region.4. The method according to claim 3 , ...

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02-06-2022 дата публикации

VIRTUAL PROP CONTROL METHOD AND APPARATUS, STORAGE MEDIUM AND ELECTRONIC DEVICE

Номер: US20220168647A1
Автор: LIU Zhi Hong

The disclosure provides a virtual prop control method and apparatus, a storage medium, and an electronic device. The method includes displaying a target virtual throw prop controlled by a first virtual operation object in a target game application. The method also includes controlling the throwing of the target virtual throw prop based on a target throw operation. The method also includes setting a target region at which the virtual throw prop is thrown as a damage detection region, with the damage detection region configured to reduce hit points of at least one target virtual operation object located in the damage detection region. Based on a second virtual operation object being included in the at least one target virtual operation object and entering the target region, the method also includes reducing hit points of the second virtual operation object. 1. A virtual prop control method , performed by an electronic device , the method comprising:displaying, in a target game application, a target virtual throw prop controlled by a first virtual operation object;controlling, based on a target throw operation being detected, the first virtual operation object to throw the target virtual throw prop, the target throw operation being used for throwing the target virtual throw prop;setting a target region in the target game application as a damage detection region within a first predetermined duration, the target region comprising a point of fall to which the target virtual throw prop is thrown, the damage detection region being set to reduce hit points of at least one target virtual operation object located in the damage detection region, and the first virtual operation object and the at least one target virtual operation object respectively belonging to different virtual operation object sets; andcontinuously reducing hit points of a second virtual operation object within a second predetermined duration, based on the target region being the damage detection region and ...

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02-06-2022 дата публикации

DATA PROCESSING METHOD, DATA PROCESSING APPARATUS, COMPUTER DEVICE, AND READABLE STORAGE MEDIUM

Номер: US20220168649A1
Автор: HE Huan

Embodiments of this application disclose a data processing method, performed by a computer device, and including: obtaining an associated virtual object associated with a main virtual object and obtaining a variable pertaining to a first update frequency type among character variables of the associated virtual object as a first-type variable; compressing the first-type variable to obtain compressed data and encapsulating the compressed data to obtain first change data of the main virtual object; and transmitting the first change data of the main virtual object to a target client where the main virtual object is located, so that the target client performs frame image update and display based on the first change data. 1. A data processing method , performed by a computer device , the method comprising:obtaining an associated virtual object associated with a main virtual object and obtaining a variable pertaining to a first update frequency type among character variables of the associated virtual object as a first-type variable;compressing the first-type variable to obtain compressed data and encapsulating the compressed data to obtain first change data of the main virtual object; andtransmitting the first change data of the main virtual object to a target client where the main virtual object is located, so that the target client performs frame image update and display based on the first change data.2. The method according to claim 1 , wherein the method further comprises:obtaining a second-type variable in response to receipt of trigger information for the second-type variable of the associated virtual object, the second-type variable being a variable pertaining to a second update frequency type among the character variables; andencapsulating the second-type variable into second change data of the main virtual object and transmitting the second change data to the target client where the main virtual object is located, so that the target client performs frame image ...

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03-07-2014 дата публикации

Sensing ball game machine

Номер: US20140187299A1
Принадлежит: Individual

A sensing baseball game apparatus ( 10 ) has a game machine ( 12 ) connected to a television monitor ( 18 ). A bat input device ( 32 ) is provided with an acceleration sensor. An acceleration signal is transmitted by an infrared-ray LED ( 34 ) to an infrared-ray receiving part of the game machine ( 12 ) whereby the game machine ( 12 ) determines a moving speed of the bat input device ( 32 ) to calculate a moving parameter of a ball to be batted. Accordingly, a batted ball is moved in the game scene according to the parameter.

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02-06-2022 дата публикации

Reaction track for different spectator groups within an audience

Номер: US20220171960A1
Принадлежит: Sony Interactive Entertainment Inc

Methods and systems for representing emotions of an audience of spectators viewing online gaming of a video game include capturing interaction data from spectators of an audience engaged in watching gameplay of the video game. The captured interaction data is used to cluster the spectators into different groups in accordance to emotions detected from the interactions of spectators in the audience. A reaction track is identified for each group based on the emotion associated with the group. The reaction tracks representing distinct emotions of different groups of spectators are presented alongside content of the video game.

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29-04-2021 дата публикации

AUGMENTED REALITY GAMING SYSTEMS AND METHODS

Номер: US20210121779A1
Автор: Saryan Mikayel, Yim Jason
Принадлежит:

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. 130-. (canceled)31. A method comprising:displaying, by a computing device, a list of available interactions in response to detecting an interaction with a game element;receiving, by the computing device, a selection of a selected interaction in the list of available interactions;determining, by the computing device, an operating mode of a game including the game element, the operating mode selected from the group consisting of an augmented reality (AR) mode and a point-of-view (POV) mode;if the operating mode comprises an AR mode: displaying, by the computing device, a full view of a field of play including the game element on a display of the computing device and displaying an AR action along with the full view on the display, the AR action generated based on the selected interaction; andif the operating mode comprises a POV mode: displaying, by the computing device, a POV interaction on the display, the POV interaction generated based on the selected interaction.32. The method of claim 31 , further comprising calculating claim 31 , by the computing device claim 31 , an attribute associated with the selected ...

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19-04-2018 дата публикации

SIMULATING RACE EVENTS ACCORDING TO BETTING INFORMATION

Номер: US20180108221A1
Автор: FEIER Zafrir
Принадлежит: Horse Place Ltd.

A computer implemented method of performing an animated simulation display of a race event, comprising: 1. A method for generating instructions to display an animated simulation of a race event , comprising:during a race event involving a plurality of real participants that compete with each other acquiring betting information indicative of current betting odds given to said plurality of real participants of said race event, said acquiring is performed at a server sent from a data source over the Internet, the server comprising at least one processor and a memory that stores a code, wherein the at least one processor executes said code for:calculating, during said race event, a plurality of order change events according to said betting information;generating instructions to change, during said race event, an order of a plurality of animated objects in an animated simulation of said race event displayed on a display of a client terminal according to said plurality of order change events, each said animated object represents one of said plurality of real participants in said race event;wherein said animated simulation is displayed during said race event.2. The method of claim 1 , wherein said animated simulation comprises a graphical representation of a race course comprising a beginning point claim 1 , an ending point claim 1 , and a path from said beginning point to said ending point claim 1 , wherein at least some of said plurality of animated objects begin said animated simulation at said beginning point claim 1 , follow said path claim 1 , and arrive at said ending point at the end of said animated simulation.3. The method of claim 2 , wherein said order change event defines a location of each said animated object relative to every other said animated objects and relative to said ending point.4. The method of claim 1 , wherein said order change events are indexed in an array claim 1 , wherein said order change events are displayed sequentially according to said ...

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20-04-2017 дата публикации

SIMULATING RACE EVENTS ACCORDING TO BETTING INFORMATION

Номер: US20170109975A1
Автор: FEIER Zafrir
Принадлежит:

A computer implemented method of performing an animated simulation display of a race event, comprising: 1. A method for generating instructions to display an animated simulation of a race event , comprising:acquiring from betting information indicative of current betting odds given to a plurality of participants of a race event, said acquiring is performed at a server sent from a data source over the Internet, the server comprising at least one processor and a memory that stores a code, wherein the at least one processor executes said code for:acquiring results of said race event over the Internet;calculating a plurality of order change events according to said betting information and said results;generating instructions to change an order of a plurality of animated objects in an animated simulation of said race event displayed on a display of a client terminal according to said plurality of order change events, each said animated object represents one of said plurality of participants in said race event.2. The method of claim 1 , wherein said results comprises an order of arrival of said participants a at a finish line of said race event.3. The method of claim 1 , wherein said animated simulation comprises a graphical representation of a race course comprising a beginning point claim 1 , an ending point claim 1 , and a path from said beginning point to said ending point claim 1 , wherein at least some of said plurality of animated objects begin said animated simulation at said beginning point claim 1 , follow said path claim 1 , and arrive at said ending point at the end of said animated simulation.4. The method of claim 1 , wherein said order change event defines a location of each said animated object relative to every other said animated objects and relative to said ending point.5. The method of claim 1 , wherein said order change events are indexed in an array claim 1 , wherein said order change events are displayed sequentially according to said index.6. The ...

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09-06-2022 дата публикации

Non-Transitory Computer-Readable Medium And Video Game Processing System

Номер: US20220176247A1
Принадлежит: SQUARE ENIX CO., LTD.

A non-transitory computer-readable medium including a video game processing program for causing a server to perform functions to control a character during progress of a video game is provided. The functions include: a selecting function configured to select a combination of objects in accordance with a progress status of the video game, the objects being to be used for satisfying a predetermined condition in the video game as an in-game condition; and a using function configured to cause the character to use the combination of the objects selected by the selecting function in order to satisfy the in-game condition. 1. A non-transitory computer-readable medium storing a video game processing program for causing a server to perform functions comprising:controlling a character during progress of a video game;selecting a combination of objects in accordance with a progress status of the video game, the combination of objects being to be used for satisfying a predetermined in-game condition in the video game; andcausing the character to use the combination of the objects in order to satisfy the in-game condition.2. The non-transitory computer-readable medium according to claim 1 ,wherein selecting the combination of objects includes selecting the combination of objects based on information indicating a property set to each of the objects as property information.3. The non-transitory computer-readable medium according to claim 2 ,wherein selecting the combination of objects includes selecting the combination of the objects based on the property information that is configured to allow the character to perform a predetermined action for satisfying the predetermined in-game condition.4. The non-transitory computer-readable medium according to claim 1 ,wherein selecting the combination of objects includes selecting the combination of the objects from a plurality of objects, each of the plurality of objects satisfying a condition to be selected as a candidate regarding the ...

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09-06-2022 дата публикации

Non-Transitory Computer-Readable Medium And Video Game Processing System

Номер: US20220176249A1
Принадлежит: SQUARE ENIX CO., LTD.

A non-transitory computer-readable medium including a video game processing program for causing a server to select an action regarding an object of a character on a basis of predetermined selection criteria is provided. At least one usage purpose is set to the object as an action. The functions include: an extracting function configured to extract a similar object similar to a new object among selection criterion stored object, the character having already stored selection criteria for each selection criterion stored objects; and an inheriting function configured to set a selection probability of each action in the selection criteria stored so as to be associated with the new object based on a selection probability of each action in the selection criteria stored so as to be associated with the similar object with respect to at least actions set in common between the similar and new objects. 1. A non-transitory computer-readable medium storing a video game processing program for causing a server to perform functions comprising:selecting at least one action regarding an object of the character based on predetermined selection criteria;extracting a similar object similar to a new object newly obtained by a character among one or more selection criterion stored objects, the character having already stored selection criteria for each of the selection criterion stored objects; andexecuting an inheritance process including setting a selection probability of each of actions in the selection criteria to be stored in association with the new object based on a selection probability of each of the actions in the selection criteria stored in association with the similar object, the actions being at least actions selected for the similar object and the new object.2. The non-transitory computer-readable medium according to claim 1 , the functions further comprising:updating and storing selection probability of each of the actions in the selection criteria regarding the object ...

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09-06-2022 дата публикации

VIRTUAL ITEM INTERACTION METHOD AND APPARATUS, COMPUTER DEVICE, AND STORAGE MEDIUM

Номер: US20220176250A1
Автор: TENG Caifeng

A virtual item interaction method and apparatus, a computer device, and a storage medium are provided. The method includes: displaying a virtual element and an image captured by using an interactive interface, the virtual element overlapping a reference body part of a target object in the image; displaying an animation of at least one virtual item; and in response to any of the at least one virtual item touching the virtual element, capturing the any of the at least one virtual item. 1. A virtual item interaction method , applicable to a computer device , the method comprising:displaying a virtual element and an image captured by using an interactive interface, the virtual element overlapping a reference body part of a target object in the image;displaying an animation of at least one virtual item; andin response to any of the at least one virtual item touching the virtual element, capturing the any of the at least one virtual item.2. The method according to claim 1 , wherein displaying the virtual element and the image captured by using the interactive interface comprises:displaying the image by using the interactive interface; anddisplaying the virtual element in the interactive interface based on a position of the reference body part.3. The method according to claim 1 , wherein after displaying the virtual element and the image captured by using the interactive interface claim 1 , the method further comprises:in response to a change of position of the reference body part in the interactive interface, displaying the virtual element based on the changed position of the reference body part, so that the virtual element and the reference body part keep overlapping.4. The method according to claim 1 , wherein displaying the animation of at least one virtual item comprises:displaying the animation of the at least one virtual item moving in a target direction.5. The method according to claim 4 , wherein a distance along the target direction between any two adjacent ...

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05-05-2016 дата публикации

Methods and devices for demonstrating three-player pursuit-evasion game

Номер: US20160121204A1
Принадлежит: Intelligent Fusion Technology Inc

Methods and devices for demonstrating three-player pursuit-evasion (PE) game are provided using a hardware-in-loop test-bed. Robots including pursuer robots and an evader robot are arranged on a solid surface. A drone is positioned flying above to oversee the robots to capture a video or an image sequence of the robots. A robot thread process and a drone thread process are implemented by a computer. In the robot thread process, a tracking-by-detection process is perform to provide a state of the robot including a location and a heading direction of the robot; a delay compensation is conducted; and a PE game is called to calculate a robot command. In the drone thread process, a drone control is calculated to make the drone follow an evader robot, the drone control is sent to the drone, and user commands are also checked.

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