A63F13/32

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.

SYSTEMS AND METHODS FOR DOWNLOADING AND UPDATING SAVE DATA TO A DATA CENTER
20170216720 · 2017-08-03 ·

Systems and methods for downloading and updating save data to a data center are described. Save data is downloaded from a cloud storage to the data center before play of a game to cache the save data in the data center. Any updates to the save data that occur during a play of a game are stored in the data center and are uploaded to the cloud storage. Next time, a user desires to access the game, there is no need to transfer the updates to the data center from the cloud storage.

Discovery and detection of events in interactive content

A plurality of game titles may be hosted on a gaming network platform, and gameplay data in sessions involving the game titles may be tracked in real-time. Each session may be associated with a stream. One or more event criteria may be stored for each of a plurality of predefined events of interest. An event of interest may be identified when the tracked gameplay data for a session meets the stored criteria. A list of available streams identified as including the identified event may be sorted, and a subset of the available streams may be identified as being at a top of the list. A notification may be provided to a spectator device that includes a link to one of the streams in the subset. The criteria for the event of interest may also be updated based on subsequent game data and feedback (e.g., use of the link).

PRESSURE SENSING TO IDENTIFY FITNESS AND COMFORT OF VIRTUAL REALITY HEADSET
20170277254 · 2017-09-28 ·

A sensor generates signals representing whether a computer game headset is being worn properly so that the wearer may be advised. The sensor may be a pressure sensor or motion sensor or stretch sensor on the headset, or it may be a camera that images the wearer and uses image recognition to determine if the headset is on correctly.

PRESSURE SENSING TO IDENTIFY FITNESS AND COMFORT OF VIRTUAL REALITY HEADSET
20170277254 · 2017-09-28 ·

A sensor generates signals representing whether a computer game headset is being worn properly so that the wearer may be advised. The sensor may be a pressure sensor or motion sensor or stretch sensor on the headset, or it may be a camera that images the wearer and uses image recognition to determine if the headset is on correctly.

SYSTEM AND METHOD FOR DETERMINING ORIENTATION USING TRACKING CAMERAS AND INERTIAL MEASUREMENTS
20170274277 · 2017-09-28 ·

A virtual reality tracking system accurately determines one or more controller orientations using data from tracking cameras and/or an inertial measurement unit (IMU) embedded in each controller. Each controller has two or more distinctive light-emitting tracking markers. The tracking system determines the locations of the tracking markers based on the location of tracking markers in tracking camera's images. The tracking system determines the controller orientation using the locations of the tracking markers and orientation data from the IMU. When the camera views of the markers are obstructed the tracking system relies solely on the less-accurate orientation data from the IMU.

SYSTEM AND METHOD FOR DETERMINING ORIENTATION USING TRACKING CAMERAS AND INERTIAL MEASUREMENTS
20170274277 · 2017-09-28 ·

A virtual reality tracking system accurately determines one or more controller orientations using data from tracking cameras and/or an inertial measurement unit (IMU) embedded in each controller. Each controller has two or more distinctive light-emitting tracking markers. The tracking system determines the locations of the tracking markers based on the location of tracking markers in tracking camera's images. The tracking system determines the controller orientation using the locations of the tracking markers and orientation data from the IMU. When the camera views of the markers are obstructed the tracking system relies solely on the less-accurate orientation data from the IMU.

SYSTEMS AND METHODS FOR PROVIDING USER INFORMATION TO GAME CONSOLE
20170274286 · 2017-09-28 ·

Gamer friend devices can be detected by a gaming console and the gaming console user can be prompted to add the friend devices to a friend list, which automatically logs the friends on its the console without requiring them to manually log in. The gaming console may also be automatically configured with profile information of the friends.

Synchronization Model for Virtual Tournaments
20170266552 · 2017-09-21 ·

Data characterizing two players enrolled in a tournament of an online video game is received. Each player is executing a separate instance of the online video game. The online video game is asynchronous between the two players. The data is received by a tournament server hosting the tournament and separate from a game server providing game data to clients associated with the two players. An instruction for synchronous initiation of gameplay between the two players is generated. The instruction is transmitted to the clients associated with the two players, the instruction causing synchronous initiation of the asynchronous games for the two players. Related apparatus, systems, techniques and articles are also described.

Synchronization Model for Virtual Tournaments
20170266552 · 2017-09-21 ·

Data characterizing two players enrolled in a tournament of an online video game is received. Each player is executing a separate instance of the online video game. The online video game is asynchronous between the two players. The data is received by a tournament server hosting the tournament and separate from a game server providing game data to clients associated with the two players. An instruction for synchronous initiation of gameplay between the two players is generated. The instruction is transmitted to the clients associated with the two players, the instruction causing synchronous initiation of the asynchronous games for the two players. Related apparatus, systems, techniques and articles are also described.