Patent classifications
A63F13/31
MOBILE DEVICE CONTROLLER SYSTEMS AND METHODS FOR INTERACTING WITH CLIENT APPLICATIONS
In an aspect, a first controller module of a mobile device controller can be engaged with a first side of a mobile device of a user. A second controller module of the mobile device controller can be engaged with a second side of the mobile device. One or more mobile device controller characteristics associated with characteristics of the mobile device controller can be transmitted from the mobile device controller to the mobile device. A client application on the mobile device can be modified by a first data processor based on the one or more mobile device controller characteristics. The modified client application can be provided by the first data processor to the user in the mobile device, and the user can interact with the modified client application using the mobile device controller. Related systems, apparatus, techniques, and articles are also described.
Game data transfer between different platforms
One embodiment of the disclosure relates to a method of transferring game data of a user stored in association with a first user identification information on a first platform to a second platform by executing computer readable instructions by one or more computer processors. The first user identification information is used to identify the user on the first platform and a second user identification information is used to identify the user on the second platform. The method includes a step of generating link data that associates the first user identification information with the second user identification information included in the identification code read by a first client device, and a step of identifying the game data based on the second user identification information and the link data and providing a game to the second client device by using the game data.
Dynamic Adjustment of Game Controller Sensitivity Based On Audio Analysis
An electronic device may receive audio during play of a game on a game console over a network. The electronic device may detect one or more sounds during the monitoring of the audio. The electronic device may control, based on the detected one or more sounds, operation of a game controller that interacts with the game during play. The controlling of the operation of the game controller may comprise adjusting sensitivity of the game controller. The electronic device may determine directionality of the detected one or more sounds and adjust the sensitivity of the game controller based on the determined directionality of the detected one or more sounds. The electronic device may increase and/or decrease the sensitivity of the game controller in response to changes in the determined directionality of the detected one or more sounds.
Dynamic Adjustment of Game Controller Sensitivity Based On Audio Analysis
An electronic device may receive audio during play of a game on a game console over a network. The electronic device may detect one or more sounds during the monitoring of the audio. The electronic device may control, based on the detected one or more sounds, operation of a game controller that interacts with the game during play. The controlling of the operation of the game controller may comprise adjusting sensitivity of the game controller. The electronic device may determine directionality of the detected one or more sounds and adjust the sensitivity of the game controller based on the determined directionality of the detected one or more sounds. The electronic device may increase and/or decrease the sensitivity of the game controller in response to changes in the determined directionality of the detected one or more sounds.
Augmented Reality Mobile Edge Computing
Processing of actions within a shared augmented reality experience is split between an edge node of a communications network (e.g., a cell tower) and a server. As a result, computation of the current state may be sharded naturally based on real-world location, with state updates generally provided by the edge node and the server providing conflict resolution based on a master state (e.g., where actions connected to different edge nodes potentially interfere with each other). In this way, latency may be reduced as game actions are communicated between clients connected to the same edge node using a peer-to-peer (P2P) protocol without routing the actions via the game server.
SYSTEM AND METHOD FOR SESSION MANAGEMENT IN A MULTIPLAYER NETWORK GAMING ENVIRONMENT
Disclosed are systems and methods for session management. The disclosed system allows for seamless merging and splitting of network sessions in a multiplayer network gaming environment. Seamless session management allows dynamic movement of players in a virtual world during gameplay without unnecessary loading and/or stalling. As the players in the virtual world move around, the management of active game sessions can be improved to effect a more realistic perceived population.
Information processing apparatus, information processing system, information processing method, program and information recording medium
Disclosed herein is an information processing apparatus, including: an image acceptance section configured to accept an image of an operation inputting apparatus picked up by an imaging section; an operation signal acceptance section configured to accept an operation signal representative of an operation for the operation inputting apparatus from the operation inputting apparatus; and a process execution section configured to execute a process in response to the position of the operation inputting apparatus in the image accepted by the image acceptance section and the operation signal accepted by the operation signal acceptance section.
System and method for multiplayer network gaming
Disclosed are systems and methods for operating a peer-to-peer multiplayer gaming architecture. Scripts are provided to define multi-player game environments and scenarios. The operation of the multiplayer game is accommodated by the transmission of high-level game events among the multiple players. One player is designated host and charged with maintaining the consistency among the game players. The host role is transferred from one player to another quickly and seamlessly, as needed.
Gaming machine, system, and method for an associated stage effect
A gaming system comprises a plurality of gaming machines operably interconnected. Each of the plurality of gaming machines is assigned a unique machine identification code. Each of the plurality of gaming machines includes a stage effect controller configured to perform a predetermined stage effect, a common timer for providing timing information related to the performance of the predetermined stage effect to each of the plurality of gaming machines, and a control unit operably coupled to the stage effect controller and being configured to perform the predetermined stage effect based on the timing information and the machine identification code.
Gaming machine, system, and method for an associated stage effect
A gaming system comprises a plurality of gaming machines operably interconnected. Each of the plurality of gaming machines is assigned a unique machine identification code. Each of the plurality of gaming machines includes a stage effect controller configured to perform a predetermined stage effect, a common timer for providing timing information related to the performance of the predetermined stage effect to each of the plurality of gaming machines, and a control unit operably coupled to the stage effect controller and being configured to perform the predetermined stage effect based on the timing information and the machine identification code.