A63F13/00

Personalized user interface based on in-application behavior

Methods and systems to provide a user interface to access games available for a user account. Selection of a game for game play is detected at the user interface and, in response, a game play is initiated. Interactions provided by a user during game play are used to affect an outcome of the game. The interactions are analyzed to determine game behavior of the user. Behavior metrics are generated for different portions of the game, based on the user's game behavior. The behavior metrics for the user for the game are associated with a game icon of the game provided on the user interface, the association causes specific ones of the behavior metrics to be rendered for the different portions of the game during subsequent game play and are provided to help the user to improve the user's game play for the different portions of the game.

Coded vision system

A system and method for presentation of computer vision (e.g., augmented reality, virtual reality) using user data and a user code is disclosed. A client device can detect an image feature (e.g., scannable code) in one or more images. The image feature is determined to be linked to a user account. User data from the user account can then be used to generate one or more augmented reality display elements that can be anchored to the image feature in the one or more images.

Coded vision system

A system and method for presentation of computer vision (e.g., augmented reality, virtual reality) using user data and a user code is disclosed. A client device can detect an image feature (e.g., scannable code) in one or more images. The image feature is determined to be linked to a user account. User data from the user account can then be used to generate one or more augmented reality display elements that can be anchored to the image feature in the one or more images.

Methods and systems for interactive gaming
11538311 · 2022-12-27 · ·

A computer implemented interactive gaming tournament system includes selecting, by a user, a game server and an entrance fee for a gaming match and submitting an entrance request that identifies the game server. The system includes sending a request for validation from a payment acceptance platform in response to receiving the entrance request and sending match population content to the game server in response to receiving validation from the payment acceptance platform that confirms a user account contains funds that are equal to or greater than the entrance fee. The system includes determining a payout amount in response to receiving a tournament endgame report from the game server and authenticating payment information for the user account and distributing the payout amount from a payment distribution platform to the user account if the payout amount is greater than zero and the user account is authenticated.

Systems and methods for distributing the generation of nonplayer characters across networked end user devices for use in simulated NPC gameplay sessions

A system and method is provided that simulates gameplay of non-player characters (NPCs) distributed across networked end user devices. The system may identify end user devices that are connected to the system through a network and are available to participate in a simulation in which each participating end user device is provided with one or more NPCs to be executed. An end user device may be available to participate when it has sufficient computing capacity, such as when in an idle or standby state. As such, the system may leverage spare computing capacity of networked end user devices to execute NPCs at networked end user devices during a simulation. In this manner, the behavior of an NPC may be tested using real-world conditions that may affect gameplay, such as a network connection quality, user-to-user game engine coordination and data exchanges, and/or other real-world conditions associated with networked end user devices.

Systems and method for managing permission for interacting with virtual objects based on virtual proximity

In some embodiments, techniques for managing interaction permissions for an object in a shared virtual environment are provided. The techniques may determine whether to present an object in a limited-interaction mode or in an interactive mode based on a permission condition. The permission condition may include a proximity condition that specifies a proximity threshold between two objects within the shared virtual environment that should be met in order to provide the object in the interactive mode. The proximity threshold may specify a distance between an avatar of an owning user of the object and the object; a distance between an avatar of an owning user of the object and an avatar of a user being presented the object, or other distances.

Sorting computer applications or computer files and indicating a sort attribute in a user interface

Techniques are described for an intuitive and efficient GUI. In an example, a UI elements are presented on a GUI. Each one of the UI elements can corresponds to a set of computer applications or a set of computer files having attributes and each one of the UI elements can be selected to launch, as applicable, a computer application, a computer file, or a page about the computer application or computer file. A request to sort the UI elements can be received and can indicate at least one of the attributes as a sort factor. The UI elements are sorted accordingly and presented in an updated arrangement on the GUI. An attribute used in the sorting is presented within or in proximity to the UI elements, whereas another attribute not used in the sorting is not presented in the updated arrangement.

Methods and systems for improving spectator engagement in a video game

Methods and systems for improving engagement metrics of a spectator include identifying a group of spectators watching game play of a video game and generating an aggregate group profile for the group. Engagement metrics for the group are analyzed to identify engagement level of the group toward the game play of the player. One or more suggestions are provided to adjust game play of the video game so as to improve engagement level of the group toward the game play of the video game.

Hybrid lens for head mount display
11517813 · 2022-12-06 · ·

A lens assembly, related methods and constituent optical elements are described. The assembly may be used to direct and focus light for various applications. In one instance, the lens assembly is used in conjunction with one or more sources of light such as projected images or video as part of a virtual reality system. The lens assembly includes two or more optical elements arranged to receive light or direct light through different spatial regions of the assembly at different focal powers corresponding to a first user viewing zone and a second user viewing zone. In one instance, the first user viewing zone is a peripheral viewing zone and the second viewing zone is a primary or non-peripheral viewing zone (or vice versa).

Non-transitory computer-readable storage medium, terminal device, and information processing system
11517823 · 2022-12-06 · ·

A non-transitory computer-readable storage medium storing a program configured to cause a terminal device to execute a game in communication with a server device, the program includes: a first storing step of receiving from the server device at least one token generated and stored in the server device to store the token in a terminal storage unit; a transmitting step of transmitting to the server device information-to-be-transmitted including an updating instruction of game data of a user and encrypted information obtained by encrypting information-to-be-encrypted at least including the token; and a deleting step of deleting the token stored in the terminal storage unit, wherein the updating instruction includes a first instruction to update the game data stored in the server device when the token extracted by decrypting the encrypted information and the token stored in the server device are matched.