Patent classifications
A63F13/79
ADAPTIVE GAMING PERFORMANCE SCORES
An information handling system includes a memory to store data associated with metrics of an individual and gaming performance metrics, and a processor. The processor correlates the metrics of an individual with the gaming performance metrics. Based on the correlation, the processor creates a gaming performance score. The processor determines changes to implement based on the gaming performance score. When the changes are implemented, the changes improve the gaming performance score. The processor provides the changes to the individual in a non-intrusive manner.
ADAPTIVE GAMING PERFORMANCE SCORES
An information handling system includes a memory to store data associated with metrics of an individual and gaming performance metrics, and a processor. The processor correlates the metrics of an individual with the gaming performance metrics. Based on the correlation, the processor creates a gaming performance score. The processor determines changes to implement based on the gaming performance score. When the changes are implemented, the changes improve the gaming performance score. The processor provides the changes to the individual in a non-intrusive manner.
SYSTEMS AND METHODS FOR DETECTING AND PREVENTING FRAUDULENT ACTIVITIES IN DIGITAL ADVERTISING
A system for detecting and preventing fraudulent activities in digital advertising, system including server arrangement that is communicably coupled with a user device. The server arrangement is configured to send a data element of given digital advertisement to the user device; receive user-interaction data from the user device responsive to rendering of the data element at the user device; receive sensor data from the user device, the sensor data being collected by at least one sensor of the user device during generation of user-interaction data; analyse at least one of: a number of taps indicated in user-interaction data, touch pressures during taps, sizes of touch areas on touchscreen during taps, locations of touch areas on touchscreen during taps, time stamps of taps, to detect whether the user of the user device is bot; and perform at least one action when analysis indicates that the user of the user device is bot.
SYSTEMS AND METHODS FOR DETECTING AND PREVENTING FRAUDULENT ACTIVITIES IN DIGITAL ADVERTISING
A system for detecting and preventing fraudulent activities in digital advertising, system including server arrangement that is communicably coupled with a user device. The server arrangement is configured to send a data element of given digital advertisement to the user device; receive user-interaction data from the user device responsive to rendering of the data element at the user device; receive sensor data from the user device, the sensor data being collected by at least one sensor of the user device during generation of user-interaction data; analyse at least one of: a number of taps indicated in user-interaction data, touch pressures during taps, sizes of touch areas on touchscreen during taps, locations of touch areas on touchscreen during taps, time stamps of taps, to detect whether the user of the user device is bot; and perform at least one action when analysis indicates that the user of the user device is bot.
SYSTEMS AND METHODS FOR BEHAVIOR-BASED CHARACTERIZATION OF AVATARS IN A COMPUTER-GENERATED ENVIRONMENT
Systems and methods for a computer-based process that detects improper behavior of avatars in a computer-generated environment, and marks these avatars accordingly, so that other users may perceive marked avatars as bad actors. Systems of embodiments of the disclosure may monitor avatar speech, text, and actions. If the system detects behavior it deems undesirable, such as behavior against any laws or rules of the environment, abusive or obscene language, and the like, avatars committing or associated with this behavior are marked in some manner that is visually apparent to other users. In this manner, improperly-behaving avatars may be more easily recognized and avoided, thus improving the experience of other users.
SYSTEMS AND METHODS FOR BEHAVIOR-BASED CHARACTERIZATION OF AVATARS IN A COMPUTER-GENERATED ENVIRONMENT
Systems and methods for a computer-based process that detects improper behavior of avatars in a computer-generated environment, and marks these avatars accordingly, so that other users may perceive marked avatars as bad actors. Systems of embodiments of the disclosure may monitor avatar speech, text, and actions. If the system detects behavior it deems undesirable, such as behavior against any laws or rules of the environment, abusive or obscene language, and the like, avatars committing or associated with this behavior are marked in some manner that is visually apparent to other users. In this manner, improperly-behaving avatars may be more easily recognized and avoided, thus improving the experience of other users.
AUGMENTING VIDEO GAMES WITH ADD-ONS
A computing system is configured to execute a computer program on a server and to provide a video stream of the program output to a geographically remote client over a communication network. An add-on manager is provided to facilitate the use of add-ons to extend the functionality of the computer program. The add-on manager is responsive to commands received from the client and is configured to associate individual add-ons and add-on data with specific user accounts. The add-ons can be located on the server or some other location remote from the client.
AUGMENTING VIDEO GAMES WITH ADD-ONS
A computing system is configured to execute a computer program on a server and to provide a video stream of the program output to a geographically remote client over a communication network. An add-on manager is provided to facilitate the use of add-ons to extend the functionality of the computer program. The add-on manager is responsive to commands received from the client and is configured to associate individual add-ons and add-on data with specific user accounts. The add-ons can be located on the server or some other location remote from the client.
User Interface Menu Transitions
Techniques for better information sharing and control switching in a graphical user interface (GUI) are described. In an example, windows are added to a dynamic area of a menu based on an execution of a menu application. The menu is presented in the GUI and each window is shown in a first state to provide quick information about the corresponding application. Upon a user selection of the window, the window is presented in a second state. Based on the window being in the second state, an application module is updated to present an overlay window reproducing the window in the second state. The overlay window is presented coextensive with and over the window in the second state.
CLASSIFYING GAMING ACTIVITY TO IDENTIFY DESIRABLE BEHAVIOR
A method of controlling online gaming behavior. The method including monitoring at a game server a plurality of game plays of a plurality of players playing a video game in a gaming session over a period of time. The method including extracting features from the plurality of game plays related to a plurality of activities associated with the plurality of game plays, the plurality of activities being controlled by the plurality of players. The method including running the features through an artificial intelligence (AI) learning model configured to classify the plurality of activities. The method including classifying an activity as abusive behavior.