Patent classifications
A63F13/31
Method And System For Computer-Aided Stateful Live-Action Game Play
A computing system that includes wearable computing components may be provided that creates an interactive game for at least two players. Finite state machines may be provided with a range of states that correspond to an array of possible states of a player of the game. Each player is assigned a client device, which preferably may be embedded in wearable computing components. The client device uses software to execute a first instance of a finite state machine. The client deceives are connected in a network with server devices. The state machines transition states based upon player interaction with other players and objects. When the state machines transition states, the players are notified and their respective states within the game also change.
GAME SELECTION AND INVITATION PROCESS
Setting up a multiplayer gaming session, including: initiating a multiplayer gaming session; selecting at least one invitee; retrieving a list of games for each invitee of the selected at least one invitee; combining the list of games for each invitee into a merged list of games; sorting the merged list of games by most commonly owned; selecting a game from the merged list of games for the multiplayer gaming session; and sending an invitation to the multiplayer gaming session to each invitee of the selected at least one invitee.
GAME SELECTION AND INVITATION PROCESS
Setting up a multiplayer gaming session, including: initiating a multiplayer gaming session; selecting at least one invitee; retrieving a list of games for each invitee of the selected at least one invitee; combining the list of games for each invitee into a merged list of games; sorting the merged list of games by most commonly owned; selecting a game from the merged list of games for the multiplayer gaming session; and sending an invitation to the multiplayer gaming session to each invitee of the selected at least one invitee.
SETTING UP GAMING SESSIONS TO REDUCE WAITING TIME
A method for setting up a multiplayer gaming session, the method including: initiating a multiplayer gaming session by a host computing device; generating a list of games and selecting a game from the list of games on the host computing device; determining a list of invitees; generating a group of game configuration options for the selected game by the host computing device; sending a preliminary invitation to the multiplayer gaming session to each invitee of the list of invitees; launching the selected game on an invitee computing device of each invitee of the list of invitees; selecting game configuration options from the generated group of game configuration options; sending a final invitation to the multiplayer gaming session to each invitee of the list of invitees.
SETTING UP GAMING SESSIONS TO REDUCE WAITING TIME
A method for setting up a multiplayer gaming session, the method including: initiating a multiplayer gaming session by a host computing device; generating a list of games and selecting a game from the list of games on the host computing device; determining a list of invitees; generating a group of game configuration options for the selected game by the host computing device; sending a preliminary invitation to the multiplayer gaming session to each invitee of the list of invitees; launching the selected game on an invitee computing device of each invitee of the list of invitees; selecting game configuration options from the generated group of game configuration options; sending a final invitation to the multiplayer gaming session to each invitee of the list of invitees.
Techniques for conserving power on a device
This disclosure describes, in part, techniques for conserving power on an electronic device. For instance, at given time intervals, the electronic device may be sending input data to a network device and receiving audio data from the network device. The electronic device may then use one or more techniques to determine when to switch from operating in a first mode, where the electronic device sends and/or receives the data, to operating in a second mode, where the electronic device ceases sending and/or receiving the data. For example, the electronic device may make the determination based on an amount of data stored in a buffer, whether the electronic device receives data, using data received from the network device, and/or the like. Based on the determination, the electronic device may switch to the second mode in order to conserve power.
Methods of facilitating packet-based connections
Methods of facilitating communication between clients and servers are contemplated. Embodiments of the inventive subject matter make it possible for a client to establish a packet-based connection with a server by first authenticating with a web backend. This can enable, for example, a client to establish a packet-based connection with a server though a web browser.
Methods of facilitating packet-based connections
Methods of facilitating communication between clients and servers are contemplated. Embodiments of the inventive subject matter make it possible for a client to establish a packet-based connection with a server by first authenticating with a web backend. This can enable, for example, a client to establish a packet-based connection with a server though a web browser.
BATTLEFIELD ONLINE GAME IMPLEMENTING AUGMENTED REALITY USING IoT DEVICE
A method of providing a game based on augmented reality includes: performing, at an augmented map server, three-dimensional (3D) modeling based on object information about a reality object in response to extracting a location of the reality object from a map provided from a map server; mapping, at the augmented map server, an augmented reality object based on a location of the reality object in response to creating an augmented map according to performing of the 3D modeling; determining a location of a client based on beacon information of at least one Internet of Things (IoT) device configured as a beacon; and providing an augmented reality game environment by disposing the reality object on the augmented map based on the location of the client.
BATTLEFIELD ONLINE GAME IMPLEMENTING AUGMENTED REALITY USING IoT DEVICE
A method of providing a game based on augmented reality includes: performing, at an augmented map server, three-dimensional (3D) modeling based on object information about a reality object in response to extracting a location of the reality object from a map provided from a map server; mapping, at the augmented map server, an augmented reality object based on a location of the reality object in response to creating an augmented map according to performing of the 3D modeling; determining a location of a client based on beacon information of at least one Internet of Things (IoT) device configured as a beacon; and providing an augmented reality game environment by disposing the reality object on the augmented map based on the location of the client.