A63F13/65

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.

STORAGE MEDIUM, INFORMATION PROCESSING APPARATUS AND INFORMATION PROCESSING METHOD
20230233938 · 2023-07-27 ·

A game apparatus that functions as a non-limiting example information processing apparatus includes a CPU, and the CPU executes processing of a virtual game. If a diary function is performed during a play of a main game, a diary screen is displayed, and when an inducement condition is satisfied, an NPC displayed on the diary screen emits an induction comment. Responding to this, a player sticks a sticker. Moreover, the NPC emits a reaction comment responding to the pasted sticker. That is, the player performs an exchange with the NPC according to an inducement.

System and method for improving localization and object tracking

In one embodiment, a computing system is configured to, during a first tracking session, detect first landmarks in a first image of the environment surrounding a user, and determine a first location of the user by comparing detected first landmarks to a landmark database. During a second tracking session, the computing system captures motion data and estimates a second location of the user based on the motion data and first user location. Based on the motion data and first user location, the computing system detects landmarks in a second image at a second location. The system accesses expected landmarks from the landmark database visible at the second location and determines the estimated second location of the user is inaccurate by comparing the expected landmarks with the second landmarks. The computing system re-localizes the user by comparing the landmarks in the landmark database and third landmarks in a third image.

Systems and methods for linking physical items to virtual content
11565184 · 2023-01-31 · ·

Systems and methods for linking physical items to virtual content. Exemplary implementations may: receive a first request to verify whether a first activation of a first item has occurred; if not, transmit a notification in reply to the first request; receive, from a first user, a second request to effectuate the first activation of the first item and to make particular virtual content accessible to the first user; modify state of a smart contract on a decentralized database such that subsequent requests confirm the first activation has occurred; establish a link between the first item and the first user such that the particular virtual content is accessible to the first user; and responsive to the particular virtual content being accessible to the first user, transmit a second notification in reply to the second request.

Relocatable location-based gamified applications
11712620 · 2023-08-01 ·

A modular system for creating a location-based gamified application configured to be played by one or more player units on a playground, uses a location-based mobile game application configured to track and supervise the creation of the location-based gamified application. A gaming content module is configured to store a plurality of contents of different media required for creation of the gamified application. A database storing a plurality of customization and relocation tools, is provided wherein the tools are organized in a plurality of hierarchical templates. Tools include a Generic Gaming Core template for creating a basic skeleton of the gamified application, a Setup Design template for incorporating a relocation component into the Generic Gaming Core corresponding to a specific location and environment, and a User Customization template for enhancing the gamified application experience.

Relocatable location-based gamified applications
11712620 · 2023-08-01 ·

A modular system for creating a location-based gamified application configured to be played by one or more player units on a playground, uses a location-based mobile game application configured to track and supervise the creation of the location-based gamified application. A gaming content module is configured to store a plurality of contents of different media required for creation of the gamified application. A database storing a plurality of customization and relocation tools, is provided wherein the tools are organized in a plurality of hierarchical templates. Tools include a Generic Gaming Core template for creating a basic skeleton of the gamified application, a Setup Design template for incorporating a relocation component into the Generic Gaming Core corresponding to a specific location and environment, and a User Customization template for enhancing the gamified application experience.

PLAYER ADJUSTMENT SCORING SYSTEM
20230021504 · 2023-01-26 ·

Systems and methods of conducting a fantasy sport contest are disclosed. According to some embodiments, the fantasy sport contest is provided for participants to join. The fantasy sport contest includes one or more fantasy teams where each fantasy team includes a multiplicity of real-life players. A player adjustment value (PAV) is determined for each of the real-life players. Accumulated statistics of the real-life player during real-life games are converted into a baseline fantasy score according to a baseline scoring system. The baseline fantasy score is adjusted according to the real-life player's PAV to produce an adjusted fantasy score of the real-life player.

PLAYER ADJUSTMENT SCORING SYSTEM
20230021504 · 2023-01-26 ·

Systems and methods of conducting a fantasy sport contest are disclosed. According to some embodiments, the fantasy sport contest is provided for participants to join. The fantasy sport contest includes one or more fantasy teams where each fantasy team includes a multiplicity of real-life players. A player adjustment value (PAV) is determined for each of the real-life players. Accumulated statistics of the real-life player during real-life games are converted into a baseline fantasy score according to a baseline scoring system. The baseline fantasy score is adjusted according to the real-life player's PAV to produce an adjusted fantasy score of the real-life player.

Method and System for Automatic Synthesis of Videogame Assets

The present disclosure refers to a method and a system for synthesizing videogame assets, the method includes receiving a first set of videogame assets as input in a videogame asset synthesizer. The videogame asset synthesizer may identify certain common features among the assets of the first set of videogame assets and clusters the videogame assets into different asset profiles based on the certain common features identified. The videogame asset synthesizer may synthesize a subset of asset candidates for an asset profile, based on the videogame assets clustered into the asset profile and rate the asset candidates synthesized, based on a threshold set for at least one parameter of the asset candidates. The assets may be stored in a database, based on the rating.

Method and System for Automatic Synthesis of Videogame Assets

The present disclosure refers to a method and a system for synthesizing videogame assets, the method includes receiving a first set of videogame assets as input in a videogame asset synthesizer. The videogame asset synthesizer may identify certain common features among the assets of the first set of videogame assets and clusters the videogame assets into different asset profiles based on the certain common features identified. The videogame asset synthesizer may synthesize a subset of asset candidates for an asset profile, based on the videogame assets clustered into the asset profile and rate the asset candidates synthesized, based on a threshold set for at least one parameter of the asset candidates. The assets may be stored in a database, based on the rating.