Patent classifications
A63F13/32
System and method for selecting a video encoding format based on feedback data
Methods and systems for processing instructions by an online video game hosting system are provided. One example method includes receiving a control signal for a video game. The control signal is received by a server of the online video game hosting system, and the control signal is transmitted from a client device to the server over a network. Then, executing the online video game by the server while receiving the control signal. The executing causes generation of a sequence of video frames and encoding the sequence of video frames to generate a first compressed sequence of video frames and generate a second compressed sequence of video frames. Transmitting the first compressed sequence of video frames to the client device over the network for decoding by the client device to produce a first decoded sequence of video frames for displaying on a display of the client device. Receiving feedback information from the client device, the feedback information used to determine whether one or more of the first compressed sequence of video frames has been successfully decoded at the client device and modifying the encoding of the sequence of video frames in response to the feedback information. The second compressed sequence of video frames are directed to a storage associated with the server and wherein the quality of the second compressed sequence of video frames is higher than a quality of the first compressed sequence of video frames.
System and method for selecting a video encoding format based on feedback data
Methods and systems for processing instructions by an online video game hosting system are provided. One example method includes receiving a control signal for a video game. The control signal is received by a server of the online video game hosting system, and the control signal is transmitted from a client device to the server over a network. Then, executing the online video game by the server while receiving the control signal. The executing causes generation of a sequence of video frames and encoding the sequence of video frames to generate a first compressed sequence of video frames and generate a second compressed sequence of video frames. Transmitting the first compressed sequence of video frames to the client device over the network for decoding by the client device to produce a first decoded sequence of video frames for displaying on a display of the client device. Receiving feedback information from the client device, the feedback information used to determine whether one or more of the first compressed sequence of video frames has been successfully decoded at the client device and modifying the encoding of the sequence of video frames in response to the feedback information. The second compressed sequence of video frames are directed to a storage associated with the server and wherein the quality of the second compressed sequence of video frames is higher than a quality of the first compressed sequence of video frames.
PROGRAM AND INFORMATION PROCESSING DEVICE
A replay data acquisition section acquires replay data for reproducing a play status of a game. A replay image generation section generates a replay image of a game scene on the basis of the acquired replay data. A user determination section determines a user to be included in a combined image. A user image acquisition section acquires a user image obtained by imaging the determined user. A combination processing section generates the combined image by combining the acquired user image with the replay image.
PROGRAM AND INFORMATION PROCESSING DEVICE
A replay data acquisition section acquires replay data for reproducing a play status of a game. A replay image generation section generates a replay image of a game scene on the basis of the acquired replay data. A user determination section determines a user to be included in a combined image. A user image acquisition section acquires a user image obtained by imaging the determined user. A combination processing section generates the combined image by combining the acquired user image with the replay image.
Systems and Methods for Providing Immersive Game Feedback Using Haptic Effects
There is provided a system including a wearable feedback device having a first feedback element and a second feedback element, a non-transitory memory storing a game and an executable code, and a hardware processor executing the executable code to receive an input signal from the game, transmit a first activation signal to activate the first feedback element to provide a first feedback including a haptic effect, in response to receiving the input signal, and transmit a second activation signal to activate the second feedback element to provide a second feedback, in response to receiving the input signal.
Systems and Methods for Providing Immersive Game Feedback Using Haptic Effects
There is provided a system including a wearable feedback device having a first feedback element and a second feedback element, a non-transitory memory storing a game and an executable code, and a hardware processor executing the executable code to receive an input signal from the game, transmit a first activation signal to activate the first feedback element to provide a first feedback including a haptic effect, in response to receiving the input signal, and transmit a second activation signal to activate the second feedback element to provide a second feedback, in response to receiving the input signal.
AUTOMATICALLY IDENTIFYING POTENTIALLY FRAUDULENT GAMING ACCOUNTS
In example embodiments, a method of mitigating the effects of fraudulent usage of game accounts is disclosed. One or more values stored in one or more fields of a row of a database table maintained by the game networking system are received. The one or more fields correspond to features of a game account that are relevant to determining whether the game account is potentially being used fraudulently. Based on a combination of the one or more values transgressing a threshold value, it is determined that the game account is potentially being used fraudulently. At least some use of the potentially fraudulent game account is automatically locked to mitigate the effect of the potentially-fraudulent use.
AUTOMATICALLY IDENTIFYING POTENTIALLY FRAUDULENT GAMING ACCOUNTS
In example embodiments, a method of mitigating the effects of fraudulent usage of game accounts is disclosed. One or more values stored in one or more fields of a row of a database table maintained by the game networking system are received. The one or more fields correspond to features of a game account that are relevant to determining whether the game account is potentially being used fraudulently. Based on a combination of the one or more values transgressing a threshold value, it is determined that the game account is potentially being used fraudulently. At least some use of the potentially fraudulent game account is automatically locked to mitigate the effect of the potentially-fraudulent use.
INCORPORATING AND COORDINATING MULTIPLE HOME SYSTEMS INTO A PLAY EXPERIENCE
Systems, methods and articles of manufacture for controlling devices in a synchronized fashion. Embodiments include determining one or more environmental devices are available within a physical environment. A first interactive game that is playing within the physical environment is detected. Embodiments determine an environmental condition during a first playback event within the first interactive game. The one or more environmental devices within the physical environment are then controlled during playback of the first playback event within the first interactive game, based on the determined environmental condition.
Methodology for equalizing systemic latencies in television reception in connection with games of skill played in connection with live television programming
A method of and system for handling latency issues encountered in producing real-time entertainment such as games of skill synchronized with live or taped televised events is described herein. There are multiple situations that are dealt with regarding latencies in receiving a television signal with respect to real-time entertainment based on the unfolding games played along with the telecasts. Systemic delays, arbitrarily imposed delays of a broadcast signal and variances in the precise broadcast times of taped television programs have to be equalized so as to provide fair entertainment.