Patent classifications
A63F13/44
Drifting action execution method and apparatus, storage medium, and electronic device
This application discloses an action execution method in a virtual gaming environment performed at a terminal device. The method includes: setting a key status of a first virtual key to a touchable state in a process of running a round of game when a target object controlled by a user of the terminal device completes an action combination once; monitoring a first touch operation performed on the first virtual key in the touchable state; controlling, when the first touch operation is detected, the target object to perform the acceleration operation, and monitoring, within a target time period, a second touch operation performed on a control key configured to control the target object to perform a target action; and controlling, when the second touch operation is detected within the target time period, the target object to perform the target action in a process of performing the acceleration operation.
Network latency fairness in multi-user gaming platforms
Aspects of the present disclosure relate to wireless communications, and more particularly, to techniques that allow for enforcement of network latency fairness in multi-user gaming platforms. An example method generally includes identifying multiple user equipments (UEs) participating in a multi-user gaming platform across one or more wide area networks (WANs); and taking one or more actions to support latency fairness in delivery of information across the multiple users via the one or more WANs.
Systems and methods for transmitting interactive game features to multiple devices of a shared streaming media session
Systems and methods for implementing one or more game features across devices associated with a synchronous multimedia stream are disclosed. One method may include: transmitting interactive game features to multiple devices associated with a synchronous multimedia stream using a server in network communication with at least one database, the method comprising operations including: establishing, on the server, a virtual media streaming session; connecting two or more user profiles of a media streaming platform to the virtual media streaming session; providing, in the virtual media streaming session, an article of multimedia content, wherein the article of multimedia content is simultaneously viewable on user devices associated with each of the two or more user profiles; determining, using a processor associated with the server, whether one or more interactive game features associated with the article of multimedia content are activated; and implementing, responsive to determining that the one or more interactive game features are activated, aspects associated with the one or more interactive game features in the virtual media streaming session.
INTERACTIVE AUDIOVISUAL SYNCHRONIZATION FOR VENUES
Exemplary venues allow for members of an audience at different locations within these venues to simultaneously interact with an interactive content. The interactive content can convey one or more requisite actions to be performed by the members of the audience. However, the one or more requisite actions can reach members of the audience at different instances in time. These exemplary venues can effectively compensate for these different instances in time such that the accuracy and/or the synchronization of one or more response actions, which are performed by the members of the audience in response to the one or more requisite actions, can be characterized as no longer being dependent upon their distance from the interactive content. Rather, the accuracy and/or the synchronization of the one or more response actions by the members of the audience to the one or more requisite actions can be considered as being related to the performance, for example, timing, of the one or more response actions themselves.
INTERACTIVE AUDIOVISUAL SYNCHRONIZATION FOR VENUES
Exemplary venues allow for members of an audience at different locations within these venues to simultaneously interact with an interactive content. The interactive content can convey one or more requisite actions to be performed by the members of the audience. However, the one or more requisite actions can reach members of the audience at different instances in time. These exemplary venues can effectively compensate for these different instances in time such that the accuracy and/or the synchronization of one or more response actions, which are performed by the members of the audience in response to the one or more requisite actions, can be characterized as no longer being dependent upon their distance from the interactive content. Rather, the accuracy and/or the synchronization of the one or more response actions by the members of the audience to the one or more requisite actions can be considered as being related to the performance, for example, timing, of the one or more response actions themselves.
SYSTEM AND METHOD FOR CONTROLLING TECHNICAL PROCESSES
In a method and a system for improving a user's experience with a graphical user interface corresponding to a gaming or simulation environment on an electronic device, the interface renders multiple graphical objects and user selectable options corresponding to the graphical object. The user selects one or more selectable option, and performs a touching or a swiping operation through multiple points on the display screen. The touching or swiping operation leads to deploying of multiple resources corresponding to the selected option, at different locations on the interface. For controlling the different deployed resources, the user can swipe through different regions of the display screen. The number of resources deployed at the different locations on the screen depends on certain parameters, including the pressure applied by the user on the screen. Results of the simulation can be employed to control real technical systems, for example for food production.
SYSTEM AND METHOD FOR CONTROLLING TECHNICAL PROCESSES
In a method and a system for improving a user's experience with a graphical user interface corresponding to a gaming or simulation environment on an electronic device, the interface renders multiple graphical objects and user selectable options corresponding to the graphical object. The user selects one or more selectable option, and performs a touching or a swiping operation through multiple points on the display screen. The touching or swiping operation leads to deploying of multiple resources corresponding to the selected option, at different locations on the interface. For controlling the different deployed resources, the user can swipe through different regions of the display screen. The number of resources deployed at the different locations on the screen depends on certain parameters, including the pressure applied by the user on the screen. Results of the simulation can be employed to control real technical systems, for example for food production.
VECTOR-SPACE FRAMEWORK FOR EVALUATING GAMEPLAY CONTENT IN A GAME ENVIRONMENT
A media system employs techniques to create a framework for evaluating gameplay content in a vector-space. These techniques include monitoring frames for content streams that correspond to gameplay in a game environment, determining feature-values for features associated with the frames, mapping the content streams to position vectors in the vector-space based on the feature-values, and assigning a set of position vectors in the vector-space to an area in the game environment based on a relative proximity of the set of position vectors in the vector-space.
VECTOR-SPACE FRAMEWORK FOR EVALUATING GAMEPLAY CONTENT IN A GAME ENVIRONMENT
A media system employs techniques to create a framework for evaluating gameplay content in a vector-space. These techniques include monitoring frames for content streams that correspond to gameplay in a game environment, determining feature-values for features associated with the frames, mapping the content streams to position vectors in the vector-space based on the feature-values, and assigning a set of position vectors in the vector-space to an area in the game environment based on a relative proximity of the set of position vectors in the vector-space.
ELECTRONIC DEVICE AND METHOD FOR DETECTING ABNORMAL DEVICE OPERATION
An electronic device and a method for detecting abnormal device operation are provided. The method includes: obtaining multiple action events of a movable input device, and each action event including a relative coordinate and a time stamp of the movable input device; generating multiple absolute coordinates based on the relative coordinate of each action event; estimating multiple speed vectors based on the absolute coordinates and the time stamp of each action event; estimating multiple acceleration vectors based on the speed vectors and the time stamp of each action event; and estimating a probability of abnormal operation based on the speed vectors and the acceleration vectors.