A63F13/65

SYSTEM AND METHOD FOR PROVIDING A COMPUTER-GENERATED ENVIRONMENT
20230001304 · 2023-01-05 ·

A method and system for transition between three dimensional computer-generated environments comprises generating a first three dimensional computer-generated environment including a player avatar controllable by a user within the first three dimensional computer-generated environment, displaying, within the first three dimensional computer-generated environment, a portion of a second three dimensional computer-generated environment at a location visible to the player avatar, accepting interaction by the player avatar with the portion of the second three dimensional computer-generated environment indicating that the player avatar wishes to join the second three dimensional computer-generated environment, and causing the player avatar to transition from the first three dimensional computer-generated environment to the second three dimensional computer-generated environment in response to the interaction.

SYSTEM AND METHOD FOR PROVIDING A COMPUTER-GENERATED ENVIRONMENT
20230001304 · 2023-01-05 ·

A method and system for transition between three dimensional computer-generated environments comprises generating a first three dimensional computer-generated environment including a player avatar controllable by a user within the first three dimensional computer-generated environment, displaying, within the first three dimensional computer-generated environment, a portion of a second three dimensional computer-generated environment at a location visible to the player avatar, accepting interaction by the player avatar with the portion of the second three dimensional computer-generated environment indicating that the player avatar wishes to join the second three dimensional computer-generated environment, and causing the player avatar to transition from the first three dimensional computer-generated environment to the second three dimensional computer-generated environment in response to the interaction.

SYSTEM AND METHOD FOR DYNAMIC SYNCHRONIZATION BETWEEN REAL AND VIRTUAL ENVIRONMENTS
20230005262 · 2023-01-05 ·

The invention relates to a mixed reality system for dynamic synchronization between real and virtual environments, allowing a virtual stimulus superimposed on or near a real object in a real world location to create a physical reaction in the real world, as if the virtual stimulus were real. The system comprises reactive piece(s) and a mechanism for tracking the reactive piece(s), a stimulizing mechanism for translating user motions into virtual stimuli, and a virtuality-reality synchronizer to compute appropriate reaction parameters of reactive piece(s) to a virtual stimulus, as if the stimulus were really applied to the physical piece. Each reactive piece has a reaction mechanism, e.g. a moving or vibrating component, actuated by a signal comprising the reaction parameters. When the reaction mechanism is actuated it can, for example, destabilize the object in a predetermined manner. Destabilization can be varied to reflect the power or effectiveness of the virtual stimulus.

MIXED REALITY COMPETITIONS INVOLVING REAL AND VIRTUAL PARTICIPANTS
20230001303 · 2023-01-05 ·

A method and system to generate first participant data of a real participant, wherein the first participant data comprises at least one of a height, a weight, or performance data of the real participant. Second participant data of a virtual representation of a competitor is generated, the second participant data being based on historical performance data associated with one or more competitions involving the competitor. A comparison of the first participant data and the second participant data is generated. Based at least in part on a display of the comparison, a selection of the competitor from a set of competitors is identified. Based on the first participant data and the second participant data, a simulation of a competition involving the real participant and the virtual representation of the competition is generated and a winner of the simulation of the competition is identified.

MIXED REALITY COMPETITIONS INVOLVING REAL AND VIRTUAL PARTICIPANTS
20230001303 · 2023-01-05 ·

A method and system to generate first participant data of a real participant, wherein the first participant data comprises at least one of a height, a weight, or performance data of the real participant. Second participant data of a virtual representation of a competitor is generated, the second participant data being based on historical performance data associated with one or more competitions involving the competitor. A comparison of the first participant data and the second participant data is generated. Based at least in part on a display of the comparison, a selection of the competitor from a set of competitors is identified. Based on the first participant data and the second participant data, a simulation of a competition involving the real participant and the virtual representation of the competition is generated and a winner of the simulation of the competition is identified.

SYSTEMS AND METHODS FOR DISTRIBUTING BENEFITS TO UNIQUE DIGITAL ARTICLES BASED ON REAL-WORLD INFORMATION
20230001301 · 2023-01-05 ·

Systems and methods to distribute benefits to unique digital articles based on real-world information are disclosed. Exemplary implementations may execute instances of a game; manage player accounts associated with the players, including a first and a second player account associated with a first and a second player; record and control eligibility of player-owned unique digital articles to receive distributions of benefits; determine real-world information based on events that have occurred in the real world; evaluate whether to distribute the benefits based on the real-world information and on the eligibilities of the player-owned unique digital articles; and provide the distributions accordingly.

SYSTEMS AND METHODS FOR DISTRIBUTING BENEFITS TO UNIQUE DIGITAL ARTICLES BASED ON REAL-WORLD INFORMATION
20230001301 · 2023-01-05 ·

Systems and methods to distribute benefits to unique digital articles based on real-world information are disclosed. Exemplary implementations may execute instances of a game; manage player accounts associated with the players, including a first and a second player account associated with a first and a second player; record and control eligibility of player-owned unique digital articles to receive distributions of benefits; determine real-world information based on events that have occurred in the real world; evaluate whether to distribute the benefits based on the real-world information and on the eligibilities of the player-owned unique digital articles; and provide the distributions accordingly.

SYSTEMS AND METHODS FOR DISTRIBUTING GEOLOCATION-SPECIFIC BENEFITS TO UNIQUE DIGITAL ARTICLES BASED ON REAL-WORLD INFORMATION
20230001302 · 2023-01-05 ·

Systems and methods to distribute geolocation-specific benefits to unique digital articles, based on real-world information, are disclosed. Exemplary implementations may execute instances of a game; manage player accounts associated with the players, including a first and a second player account associated with a first and a second player; record player-configurable sensitivity of player-owned unique digital articles to receive distributions of benefits; determine real-world information based on events that have occurred in the real world; determine geolocation information for the first and second player; evaluate whether to distribute and/or adjust the benefits, based on the real-world information and the geolocation information; and provide the (adjusted) distributions of benefits accordingly.

SYSTEMS AND METHODS FOR DISTRIBUTING GEOLOCATION-SPECIFIC BENEFITS TO UNIQUE DIGITAL ARTICLES BASED ON REAL-WORLD INFORMATION
20230001302 · 2023-01-05 ·

Systems and methods to distribute geolocation-specific benefits to unique digital articles, based on real-world information, are disclosed. Exemplary implementations may execute instances of a game; manage player accounts associated with the players, including a first and a second player account associated with a first and a second player; record player-configurable sensitivity of player-owned unique digital articles to receive distributions of benefits; determine real-world information based on events that have occurred in the real world; determine geolocation information for the first and second player; evaluate whether to distribute and/or adjust the benefits, based on the real-world information and the geolocation information; and provide the (adjusted) distributions of benefits accordingly.

INFORMATION PROCESSING SYSTEM, INFORMATION PROCESSING APPARATUS, STORAGE MEDIUM AND INFORMATION PROCESSING METHOD
20230233942 · 2023-07-27 ·

A game apparatus functioning as a non-limiting example information processing apparatus includes a CPU, and the CPU performs processing of a virtual game. If a diary function is performed during play of a main game, a diary screen is displayed, and when a pasting condition is satisfied, a number-of-steps sticker is pasted. A size of the number-of-steps sticker is determined to one size out of three sizes according to the number of steps for a day. Moreover, a color of the number-of-steps sticker is determined to one color out of five colors according to accumulative number of steps for the current month including a day that the number-of-steps sticker is pasted. Moreover, the number-of-steps stickers are displayed with being arranged day by day.