Patent classifications
A63F13/57
INFORMATION PROCESSING DEVICE, INFORMATION PROCESSING METHOD, AND PROGRAM
The present invention is configured so that a player and a third party other than the player can enjoy a game. A server 4 comprises a game execution unit 51, a behavior information acquisition unit 53, and a reflection unit 54. The game execution unit 51 executes a game in which an object is caused to act in accordance with the movements of a player P. The behavior information acquisition unit 53 acquires behavior information pertaining to the behavior of a third party related to the game other than the player P. The reflection unit 54 generates changes that affect the game, including the object, on the basis of the behavior information.
METHOD FOR PLACING VIRTUAL OBJECT
The present disclosure relates to a method for placing a virtual object. The method includes: obtaining a position information and a first movement direction of a first object in a first area displaying a virtual space; determining a target area based on the position information and the first movement direction, the target area being outside the first area and located by a side of the first area along the first movement direction; obtaining object placing configuration information; selecting a target object from all second objects based on the object placing configuration information; and placing the target object in the target area.
Method and apparatus for enhanced graphics rendering in a video game environment
A system and method for improved graphics rendering in a video game environment.
SYSTEM AND METHOD FOR EXTRACTING PHYSICAL AND MOTION DATA FROM VIRTUAL ENVIRONMENTS
Embodiments described herein provide a system for analyzing a gameplay of a first video game. During operation, the system can obtain a stream of video frames associated with the gameplay. The system can then analyze the video frames to identify a set of features of the first video game. Here, a respective feature indicates the characteristics of a virtual object in a virtual environment of the first video game supported by a first game engine. Subsequently, the system can derive, based on the set of identified features, a set of parameters indicating one or more physical characteristics of one or more virtual objects in the virtual environment. The system can store the set of derived parameters in a file format readable by a second game engine different from the first game engine. This allows the second game engine to support a second video game that incorporates the physical characteristics.
Virtual Reality Vehicle Operation Simulation
An interactive vehicle simulation system having a virtual reality engine that generates a virtual operating environment that includes a user operated vehicle having a plurality of wheel types, a vehicle position, vehicle orientation, vehicle velocity and vehicle acceleration.
Modifying environmental chat distance based on chat density of an area in a virtual world
A mechanism for determining a chat distance associated with an environmental chat based on the chat amount within an area of a virtual universe associated with the environmental chat. An environmental chat distance may be determined based on the number of words or characters in a text chat or voice chat between avatars within the area of the virtual universe. The environmental chat distance may be inversely proportional to the detected words or characters in the environmental chat.
Modifying environmental chat distance based on chat density of an area in a virtual world
A mechanism for determining a chat distance associated with an environmental chat based on the chat amount within an area of a virtual universe associated with the environmental chat. An environmental chat distance may be determined based on the number of words or characters in a text chat or voice chat between avatars within the area of the virtual universe. The environmental chat distance may be inversely proportional to the detected words or characters in the environmental chat.
Resistance control systems and methods for amusement attractions
A resistance control system of an amusement attraction includes a support assembly having a base, a pivot joint, and a support beam extending between the base and the pivot joint. The resistance control system includes a spring plate coupled to the pivot joint of the support assembly, and includes at least one spring engaged with the spring plate. Additionally, the resistance control system includes an actuator plate positioned between the spring plate and the base of the support assembly, as well as at least one actuator coupled between the actuator plate and the base. The at least one actuator is configured to move and secure the actuator plate relative to the pivot joint to adjust a resistance to movement about the pivot joint.
DYNAMIC MODIFICATION OF MULTIPLE HAPTIC EFFECTS
Providing haptic feedback includes identifying a three-dimensional (3D) area around a user. The 3D area is divided into a plurality of 3D sectors. At least one haptic effect is determined based on content displayed relative to the 3D area. At least one haptic effect is modulated by determining, for each of the 3D sectors, at least one weighted haptic effect. A modified haptic effect is generated for each of the 3D sectors based on a sum of the at least one weighted haptic effect. The haptic feedback is provided in response to a haptic control signal including instructions to playback a basic haptic pattern, the basic haptic pattern being transcoded from the modulated haptic effect. Numerous other aspects are provided.
NON-TRANSITORY COMPUTER-READABLE MEDIUM STORING GAME PROGRAM, AND GAME SYSTEM
A non-transitory computer-readable medium storing a game program causing a processor of a terminal device used by a user to execute: displaying an indication object 50 including an indication relating to a shot of a ball 31; receiving a first input operation performed by the user on a display screen; determining a position of a moving object 40 based on the first input operation; moving the moving object 40 toward the indication object 50 when the first input operation is released; and executing the shot in accordance with a release position of the first input operation and the indication determined by a positional relationship between the indication object 50 and the moving object after movement.