Patent classifications
A63F13/47
IMMERSIVE STORYTELLING ENVIRONMENT
Techniques for providing an immersive storytelling experience using a plurality of storytelling devices. Each of the storytelling devices may be configured to perform one or more actions based on a current context of a story and in response to a stimulus event. The actions include at least one of an auditory and a visual effect. Embodiments also provide a controller device configured to manage a playback of the story, by adjusting the stimulus event and the effect of each of the plurality of storytelling devices, based on the current context of the story, thereby creating an interactive and immersive storytelling experience.
INTERACTIVE MESSAGE-BASED DELIVERY OF NARRATIVE CONTENT USING A COMMUNICATION NETWORK
A system and related methodologies of delivering storyline content to users are presented herein. A server system maintains storyline data corresponding to an interactive narrative storyline having variable narrative paths that influence outcomes of the storyline. Storyline messages are communicated from the server system using a messaging service, wherein each communicated storyline message includes a portion of the narrative storyline. The server system receives messages generated from the subscriber device in response to communicated storyline messages, wherein each response message includes a user-specified storyline option. Subsequent storyline messages are retrieved by the server system based on the user-specified storyline options conveyed with the user responses.
Computer-executable game on a graphical user interface with validity periods for game content
An information processing device that progresses a game using a game content associated with a player. In response to receiving an obtaining request, the device selects a subset of game contents, where a portion of the game contents has a same identification information and each of the portion of the game contents has a different validity period. The device obtains a validity period associated with each of the selected game contents. When a first game content associated with the player has the same identification information as a second game content, the device updates, for each game content, a validity period of the first game content based on the validity period of the second game content in the subset of game contents. The device then restricts use of the first game content in the game when the validity period of the first game content lapses.
MULTI-PLAYER GAME
A method comprising: providing a three dimensional computer generated environment for a multi-player combat video game; providing a controllable character for each player of the multi-player combat video game to control in the three dimensional computer generated environment; selecting one of a plurality of stored pieces of music, wherein each stored piece of music has pre-determined timing data representative of a time of one or more changes in at least one characteristic of the stored piece of music; providing said selected piece of music to each player of the multi-player game as the players play the multi-player combat video game; modifying one or more aspects of the multi-player combat video game in response to the one or more changes in at least one characteristic of the provided piece of music, wherein the one or more aspects of the multi-player combat video game comprises at least one of: a) a scoring system; b) one or more properties or elements of the virtual environment thereby to change an accessible area of the environment; c) an environmental condition of the three dimensional computer generated environment.
MULTI-PLAYER GAME
A method comprising: providing a three dimensional computer generated environment for a multi-player combat video game; providing a controllable character for each player of the multi-player combat video game to control in the three dimensional computer generated environment; selecting one of a plurality of stored pieces of music, wherein each stored piece of music has pre-determined timing data representative of a time of one or more changes in at least one characteristic of the stored piece of music; providing said selected piece of music to each player of the multi-player game as the players play the multi-player combat video game; modifying one or more aspects of the multi-player combat video game in response to the one or more changes in at least one characteristic of the provided piece of music, wherein the one or more aspects of the multi-player combat video game comprises at least one of: a) a scoring system; b) one or more properties or elements of the virtual environment thereby to change an accessible area of the environment; c) an environmental condition of the three dimensional computer generated environment.
INFORMATION PROCESSING PROGRAM, TERMINAL DEVICE, AND INFORMATION PROCESSING METHOD
Provided is an information processing program that is executed at a terminal device that executes effect rendering for outputting video and audio, the information processing program causing the execution of: a second obtaining unit (74) that obtains skip point information indicating skip points for the effect rendering and skip arrival point information indicating a skip arrival point for the effect rendering; and an effect-rendering control unit (77) that controls the effect rendering by skipping the video data to a predetermined point on the basis of an accepted skip operation to resume the output of the video from that point, and in the case where the timing of accepting the skip operation does not coincide with the skip point, by waiting until the skip point after that timing and then skipping to a specific skip arrival point associated with that skip point, on the basis of the skip operation, to resume the output of the audio from that specific skip arrival point. This makes it possible to seamlessly resume effect rendering for outputting video and audio after the effect rendering is skipped at an arbitrary timing.
METHOD OF PROVIDING SELF-DRIVING VEHICLE-CONNECTED TOURISM SERVICE
A technology for providing tourism services combined with an entertainment content service using a self-driving vehicle includes a game module, a user module, a 4D module, and a driving module etc. to provide the tourism services. The self-driving vehicle provides tourism information for a specific city or a specific area according to the user's language and provides a moving service between tourist spots. In the process of providing the tourism services by means of the self-driving vehicle, the users of participating in the entertainment service use the user module, so that it performs the user missions such as voting, question, quiz, photograph, action, etc., determines the result of the user's user mission, and reflects the result of the determination in the operation of the self-driving vehicle.
Customizable, adaptable, multiuser computer-based role-playing method and apparatus therefor
Game client, game server, Web application server, and database server including database with data representative of a virtual world. Game client or server, or both, includes motifs, motif manager, character manager, scenes-a-faire manager, and display manager coupled to display, all in communication with game manager, and pseudorandomizer, which can instigate changing of a motif. Motifs are representative of a game character or environment. A user interface has mass sensor, accelerometer, haptic device, first device for visual input, output, or both, second device for audio input, output, or both, and tactile sensor, effector or both. Included may be automatic translator, or TTS/STT module. The online game can be virtual world representative of at least two of a northern continent, a western continent, a southern continent, a central continent, and an eastern continent. Methods provide game client, game server, and a database that manipulate character or environment motifs and scenes-a-faire.
Customizable, adaptable, multiuser computer-based role-playing method and apparatus therefor
Game client, game server, Web application server, and database server including database with data representative of a virtual world. Game client or server, or both, includes motifs, motif manager, character manager, scenes-a-faire manager, and display manager coupled to display, all in communication with game manager, and pseudorandomizer, which can instigate changing of a motif. Motifs are representative of a game character or environment. A user interface has mass sensor, accelerometer, haptic device, first device for visual input, output, or both, second device for audio input, output, or both, and tactile sensor, effector or both. Included may be automatic translator, or TTS/STT module. The online game can be virtual world representative of at least two of a northern continent, a western continent, a southern continent, a central continent, and an eastern continent. Methods provide game client, game server, and a database that manipulate character or environment motifs and scenes-a-faire.
Dynamic quest-based narrative for amusement park
A dynamic quest-based experience system of an amusement park includes a memory storing instructions and a processor configured to execute the instructions to cause the processor to receive a user input from a computing device indicative of starting a dynamic quest-based narrative, in which the dynamic quest-based narrative includes a plurality of sets of information. The instructions further cause the processor to place an identifier associated with the computing device in a virtual queue associated with a narrative endpoint of the amusement park, select a set of information from the plurality of sets of information based on a determined parameter, wherein the set of information is associated with a requested task, and output the set of information to the computing device.