Patent classifications
A63F13/53
VOCAL COLLISION QUEUE
A method and system for setting a vocal collision queue is disclosed. A plurality of incoming audio streams associated with a plurality of user devices currently involved in a communication session is recorded. There is an overlap between portions of two or more of the audio streams in the communication session that is identified. A queue for the two or more identified audio streams is determined. The queue includes a sequence to the identified audio streams. Recordings corresponding to the overlapping portions of the identified audio stream are retrieved. The retrieved recordings are provided to the user devices in the communication session. The retrieved recordings are played sequentially in accordance with the determined sequence.
VOCAL COLLISION QUEUE
A method and system for setting a vocal collision queue is disclosed. A plurality of incoming audio streams associated with a plurality of user devices currently involved in a communication session is recorded. There is an overlap between portions of two or more of the audio streams in the communication session that is identified. A queue for the two or more identified audio streams is determined. The queue includes a sequence to the identified audio streams. Recordings corresponding to the overlapping portions of the identified audio stream are retrieved. The retrieved recordings are provided to the user devices in the communication session. The retrieved recordings are played sequentially in accordance with the determined sequence.
SYSTEMS AND METHODS FOR IMPROVED PLAYER INTERACTION USING AUGMENTED REALITY
A computer-implemented method, gaming device and computer-readable medium for an Augmented Reality (AR) application. The method includes maintaining an AR gaming environment during a gaming session. The method also includes receiving image data representing a real-world scene including one or more real-world objects. The method also includes detecting in the image data at least one real-world object from a set of detectable real-world objects. The method further includes upon detection of the at least one real-world object in the image data, generating at least one virtual character in the AR gaming environment, the at least one virtual character having an association with the at least one real-world object.
SYSTEMS AND METHODS FOR IMPROVED PLAYER INTERACTION USING AUGMENTED REALITY
A computer-implemented method, gaming device and computer-readable medium for an Augmented Reality (AR) application. The method includes maintaining an AR gaming environment during a gaming session. The method also includes receiving image data representing a real-world scene including one or more real-world objects. The method also includes detecting in the image data at least one real-world object from a set of detectable real-world objects. The method further includes upon detection of the at least one real-world object in the image data, generating at least one virtual character in the AR gaming environment, the at least one virtual character having an association with the at least one real-world object.
Information processing apparatus and user guide presentation method
Methods and apparatus provide for acquiring position information about a head-mounted display; performing information processing using the position information about the head-mounted display; generating and outputting data of an image to be displayed as a result of the information processing; and generating and outputting data of an image of a user guide indicating position information about a user in a real space using the position information about the head-mounted display, where the generating and outputting data of the image of the user guide includes determining whether to display the user guide in response to one of: (i) a user operation, and (ii) regardless of the user operation.
Information processing apparatus and user guide presentation method
Methods and apparatus provide for acquiring position information about a head-mounted display; performing information processing using the position information about the head-mounted display; generating and outputting data of an image to be displayed as a result of the information processing; and generating and outputting data of an image of a user guide indicating position information about a user in a real space using the position information about the head-mounted display, where the generating and outputting data of the image of the user guide includes determining whether to display the user guide in response to one of: (i) a user operation, and (ii) regardless of the user operation.
Method for predefining activity zones in an extended reality (XR) environment
A method predefines activity zones in an extended reality (XR) space by: accessing a previously generated spatial mapping mesh (SMM); compiling a record of all exposed surfaces of the physical elements in the XR space, with positions, dimensions, and categories; for each recorded surface, performing a collision analysis at representative positions around its perimeter to determine an available adjacent open space; filter determined open spaces according to one or more predetermined criteria to determine one or more activity zones at corresponding locations; and assigning each activity zone to an activity category based in part on the categorization of the available adjacent surface or surfaces. The method is carried out in advance of user interaction with any virtual element in the XR space.
Video game streaming with dynamic range conversion
Conversion components may receive game video rendered in high-dynamic-range (HDR) and standard-dynamic-range (SDR) camera video of a game player. The conversion components may provide local video output to a local display and remote video output for network transmission to remote viewers. The SDR camera video may be converted to HDR and provided with HDR game video in the local video output. For HDR network transmission, the HDR game video and converted HDR camera video may be included in the remote video output. For SDR network transmission, the HDR game video may be converted to SDR and provided with the SDR camera video in the remote video output. The game video, camera video and other video feeds may have respective portals in the local and remote video outputs. The local and remote video outputs may have respective visual portal arrangements that may be at least partially different from one another.
Boundary maps for virtual reality systems
In example implementations, a server is provided. The server incudes a communication interface, a memory, and a processor communicatively coupled to the communication interface and the memory. The communication interface is to establish a communication session with virtual reality (VR) system to receive room identification information. The memory is to store a plurality of VR boundary maps for a plurality of different rooms. The processor is to compare the room identification information to the plurality of different rooms stored in the memory to identify a room of the plurality of different rooms, identify a VR boundary map from the plurality of VR boundary maps associated with the room, and transmit the VR boundary map to the VR system via the communication session.
Boundary maps for virtual reality systems
In example implementations, a server is provided. The server incudes a communication interface, a memory, and a processor communicatively coupled to the communication interface and the memory. The communication interface is to establish a communication session with virtual reality (VR) system to receive room identification information. The memory is to store a plurality of VR boundary maps for a plurality of different rooms. The processor is to compare the room identification information to the plurality of different rooms stored in the memory to identify a room of the plurality of different rooms, identify a VR boundary map from the plurality of VR boundary maps associated with the room, and transmit the VR boundary map to the VR system via the communication session.