Patent classifications
A63F13/33
COMPANION DEVICE AIDED GAME CONTROLLER PAIRING
A game controller is configured to selectively pair with a companion device using a first communication protocol and one or more gaming systems using a second communication protocol. The game controller is configured to send a pairing request to the companion device using the first communication protocol based on companion-device pairing data stored in a storage subsystem of the game controller. The game controller is configured to send a pairing request to a last-paired gaming system with which the game controller last paired using the second communication protocol based on gaming-system pairing data stored in the storage subsystem. Responsive to the game controller being unable to pair with the last-paired gaming system and while the game controller is paired with the companion device, the game controller is configured to send an error notification to the companion device using the first communication protocol.
Interference based augmented reality hosting platforms
Interference-based augmented reality hosting platforms are presented. Hosting platforms can include networking nodes capable of analyzing a digital representation of scene to derive interference among elements of the scene. The hosting platform utilizes the interference to adjust the presence of augmented reality objects within an augmented reality experience. Elements of a scene can constructively interfere, enhancing presence of augmented reality objects; or destructively interfere, suppressing presence of augmented reality objects.
System, method and apparatus for collecting and utilizing big data for online gameplay
A system, method and apparatus for capturing data from a plurality of users for providing online gameplay based on captured user sensor data. User sensor data is captured from a plurality of sensor capture devices relative to an associated user so as to be transmitted to a gameplay server. The gameplay server executes instructions to generate a user interface on a user's client computing device for providing gameplay on each user client portable computing device utilizing, and pertinent to, the captured sensor data.
System, method and apparatus for collecting and utilizing big data for online gameplay
A system, method and apparatus for capturing data from a plurality of users for providing online gameplay based on captured user sensor data. User sensor data is captured from a plurality of sensor capture devices relative to an associated user so as to be transmitted to a gameplay server. The gameplay server executes instructions to generate a user interface on a user's client computing device for providing gameplay on each user client portable computing device utilizing, and pertinent to, the captured sensor data.
Electronic game board
An electronic game board that simulates moves of one or more players includes a top cover that includes a play area onto which game pieces are arranged for facilitating a game. The electronic game board further includes a drive system located beneath the top cover for simulating the moves on the play area by moving at least one game piece from a first position on the play area to a second position on the play area. The drive system includes a robotic arm and first and second actuators for controlling movement of the robotic arm. To simulate the move, the first and second actuators control the movement of the robotic arm such that the game piece is moved from the first position to the second position by way of the robotic arm.
CONTROLLER ACTION RECOGNITION FROM VIDEO FRAMES USING MACHINE LEARNING
A machine learning model is used to receive a recorded video game for presentation on a spectator computer and to derive from the video identifications of controller operations during play of the game that resulted in the recorded video game. Indications of identified controller operations may be presented with the recorded video game to assist a viewer in learning how to play the game.
CONTROLLER ACTION RECOGNITION FROM VIDEO FRAMES USING MACHINE LEARNING
A machine learning model is used to receive a recorded video game for presentation on a spectator computer and to derive from the video identifications of controller operations during play of the game that resulted in the recorded video game. Indications of identified controller operations may be presented with the recorded video game to assist a viewer in learning how to play the game.
Systems and methods for capture and use of local elements in gameplay
A computer-implemented method is provided for enabling virtual gameplay. Access is provided to at least one video game in which a player is able to interact with the video game according to a storyline. A player location is detected and stored. A local element is retrieved from a database based on the player location and the local element is correlated to a local element script actuatable in the video game. This local element script is retrieved and actuated in the video game to supplement or replace the video game's storyline.
Systems and methods for capture and use of local elements in gameplay
A computer-implemented method is provided for enabling virtual gameplay. Access is provided to at least one video game in which a player is able to interact with the video game according to a storyline. A player location is detected and stored. A local element is retrieved from a database based on the player location and the local element is correlated to a local element script actuatable in the video game. This local element script is retrieved and actuated in the video game to supplement or replace the video game's storyline.
Interactive gameplay playback system
The disclosure provides a video playback system for use within a game application and/or other interactive computing environments. The video playback system can be used to capture gameplay during execution of a game application. The captured gameplay video can be processed and stored within the game application or in a network accessible location.