A63F13/54

Game device, method, and non-transitory computer readable medium

The game device includes a reception unit that is configured to receive instruction information created when a user performs an operation on an input device triggered by a sound output while a game progresses and a derivation unit that is configured to start measuring the degree of fatigue on the basis of the instruction information received by the reception unit and derive the degree of fatigue of the user on the basis of an operation performed by the user during the started measurement of the degree of fatigue.

Modeling Acoustic Effects of Scenes With Dynamic Portals

The description relates to modeling acoustic effects in scenes with dynamic portals. One implementation includes obtaining a representation of a scene having a plurality of portals and simulating sound travel in the scene using a plurality of probes deployed in the scene. The implementation also includes determining acoustic parameters for initial sound traveling between respective probes based at least on the simulating. The implementation also includes identifying one or more intercepted portals in the scene that are intercepted by a particular initial sound path from a particular source location to a particular listener location, using particular acoustic parameters for the particular source location and the particular listener location.

Configuring headset voice morph based on player assignment
11504637 · 2022-11-22 · ·

Methods and systems are provided for adaptively modifying audio associated with a user. In an audio system configured to output audio to a user, one or more audio control settings, for adjusting audio in the audio system, may be determined, with at least one of the one or more audio control settings being configured to adjust or modify a voice associated with a user. Audio generated or handled in the audio system during operation of the audio system by the user may then be processed, with the processing including applying the one or more audio control settings. At least one of the audio control settings may be determined based on information obtained from a database associated with the operation of the audio system by the user. At least one of the audio control settings may be determined based on reference data.

Configuring headset voice morph based on player assignment
11504637 · 2022-11-22 · ·

Methods and systems are provided for adaptively modifying audio associated with a user. In an audio system configured to output audio to a user, one or more audio control settings, for adjusting audio in the audio system, may be determined, with at least one of the one or more audio control settings being configured to adjust or modify a voice associated with a user. Audio generated or handled in the audio system during operation of the audio system by the user may then be processed, with the processing including applying the one or more audio control settings. At least one of the audio control settings may be determined based on information obtained from a database associated with the operation of the audio system by the user. At least one of the audio control settings may be determined based on reference data.

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.

Systems and methods for facilitating transactions of musical stems between users of an online gaming platform and mixing of the musical stems
11508345 · 2022-11-22 · ·

Systems and methods for facilitating transactions of musical stems between users of an online gaming platform and mixing of the musical stems are disclosed. Exemplary implementations may: store information regarding tracks; transmit a purchase request regarding a given stem; receive a notification of the assignment of the right to use the given stem, wherein the assignment is recorded on a blockchain; obtain the given stem, generate an arrangement based on one or more stored tracks and the given stem, and playing back the generated arrangement.

Dynamic adjustment of game controller sensitivity based on audio analysis
11583771 · 2023-02-21 · ·

An electronic device may receive audio during play of a game on a game console over a network. The electronic device may detect one or more sounds during the monitoring of the audio. The electronic device may control, based on the detected one or more sounds, operation of a game controller that interacts with the game during play. The controlling of the operation of the game controller may comprise adjusting sensitivity of the game controller. The electronic device may determine directionality of the detected one or more sounds and adjust the sensitivity of the game controller based on the determined directionality of the detected one or more sounds. The electronic device may increase and/or decrease the sensitivity of the game controller in response to changes in the determined directionality of the detected one or more sounds.

Dynamic adjustment of game controller sensitivity based on audio analysis
11583771 · 2023-02-21 · ·

An electronic device may receive audio during play of a game on a game console over a network. The electronic device may detect one or more sounds during the monitoring of the audio. The electronic device may control, based on the detected one or more sounds, operation of a game controller that interacts with the game during play. The controlling of the operation of the game controller may comprise adjusting sensitivity of the game controller. The electronic device may determine directionality of the detected one or more sounds and adjust the sensitivity of the game controller based on the determined directionality of the detected one or more sounds. The electronic device may increase and/or decrease the sensitivity of the game controller in response to changes in the determined directionality of the detected one or more sounds.

DISCRETE HAPTICS FOR KEYBOARD PALM REST

Systems and methods provide haptic feedback at locations of a keyboard palm rest during operation of a software program, such as a video game. During game play, a haptic event, such as an explosion, is detected within the game. A magnitude of the event and a direction of the event from a reference location in the game, such as an avatar's location, are determined. Haptic feedback locations on the palm rest are selected based on the magnitude of the event and the direction of the event from the reference location. Mechanical and thermal haptic feedback are generated at the selected locations of the palm rest, where the strength and timing of the feedback at each location are selected based on the magnitude and direction information for the event. Embodiments thus provide multi-dimensional haptic feedback that relates positional awareness to a user of events occurring within a video game.