A63F13/812

Peripersonal boundary-based augmented reality game environment

A method of providing an augmented reality game environment within a game space includes obtaining, by a processor, sensor data for the game space, determining, by the processor, a position of a player in the game space based on the sensor data, generating, by the processor, player image data of a peripersonal boundary of the player based on the determined position of the player for rendering a representation of the peripersonal boundary in the game space, the peripersonal boundary being disposed about, and spaced from, the determined position, obtaining, by the processor, player data for the player via an input modality, the player data being indicative of a player directive to modulate the peripersonal boundary, adjusting, by the processor, a size of the peripersonal boundary as a function of the player data, and updating, by the processor, the player image data based on the adjusted size of the peripersonal boundary.

PROGRAM, ELECTRONIC DEVICE, METHOD, AND SYSTEM
20220410012 · 2022-12-29 · ·

An electronic device 10 includes: a setting unit 231 that sets an association between a first game medium that is selected by a player and that serves as an operation target in the game and a second game medium that is selected by the player; a skip-processing-procedure deciding unit 232 that decides, on the basis of priorities respectively associated with skill-related processing procedures of the first game medium and the second game medium, the skill-related processing procedure that becomes a skip target; and a skill-processing-procedure executing unit 233 that executes skill processing procedures respectively associated with the first game medium and the second game medium on the basis of a player input, wherein the skill-processing-procedure executing unit 233 skips the decided skill-related processing procedure when the skill processing procedures associated with the first game medium and the second game medium are executed.

Information processing apparatus and application image distribution method

A game image generating section 120 generates a first image and a second image of an application. An image providing section 152 provides the first image to an output apparatus 4. A sharing processing section 160 streaming-distributes the second image to the sharing server. A display image generating section 150 may generate a display image including at least the first image and information associated with the second image. In addition, the sharing processing section 160 may instruct the application to generate the second image on the basis of a request from a viewing user.

USE OF PROJECTILE DATA TO CREATE A VIRTUAL REALITY SIMULATION OF A LIVE-ACTION SEQUENCE
20220401841 · 2022-12-22 ·

Projectile data associated with a projectile launched by a player in a live-action sequence may be used to render an accurate graphical representation of the projectile (and its trajectory) within a virtual reality environment, e.g., for use in a virtual reality game or similar. For example, certain implementations described herein include the use of projectile data characterizing the path of a cricket ball bowled by a player (e.g., the “bowler”) in a live-action cricket match for recreating the same (or substantially the same) path in a virtual reality cricket game. To this end, the present disclosure includes techniques for transforming projectile data for use in a virtual reality environment, creating realistic projectile movement in a virtual reality setting, and determining and recreating post-bounce behavior of a projectile for virtual representation of a bounced projectile.

USE OF PROJECTILE DATA TO CREATE A VIRTUAL REALITY SIMULATION OF A LIVE-ACTION SEQUENCE
20220401841 · 2022-12-22 ·

Projectile data associated with a projectile launched by a player in a live-action sequence may be used to render an accurate graphical representation of the projectile (and its trajectory) within a virtual reality environment, e.g., for use in a virtual reality game or similar. For example, certain implementations described herein include the use of projectile data characterizing the path of a cricket ball bowled by a player (e.g., the “bowler”) in a live-action cricket match for recreating the same (or substantially the same) path in a virtual reality cricket game. To this end, the present disclosure includes techniques for transforming projectile data for use in a virtual reality environment, creating realistic projectile movement in a virtual reality setting, and determining and recreating post-bounce behavior of a projectile for virtual representation of a bounced projectile.

TOKEN MANAGEMENT SYSTEM FOR USE IN IMMERSIVE INTERACTIVE SPORTS ENVIRONMENTS
20220401842 · 2022-12-22 ·

A system and method for managing tokens used in an interactive sports management system enabling remote participation in decisions affecting activity in a sporting event. The interactive system includes a server platform in communication with a blockchain processing network in which are recorded player tokens corresponding to the players. The tokens are respectively implemented by player smart contracts instantiated within the blockchain processing network and executed by a blockchain virtual machine. Results information relating to performances of the players is received by the server platform and stored within a database. A value factor corresponding to an achievement occurrence within the results information associated with a first player is provided to a first player smart contract implementing a first player token associated with the first player. The first player smart contract updates a value of the first player token within the blockchain processing network based upon the first value factor.

Virtual Reality Vehicle Operation Simulation
20220406212 · 2022-12-22 ·

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.

Wireless game management system
11517802 · 2022-12-06 ·

A wireless game management system includes a plurality of game pieces, each game piece including a wireless module configured to transmit a location signal, and a wireless game management processor configured to determine the absolute or relative positions of at least two game pieces based on the location signals, determine a game status based on the absolute or relative positions of the at least two game pieces, and convey game status information through a user interface associated with the wireless game management processor.

NON-TRANSITORY COMPUTER-READABLE MEDIUM STORING GAME PROGRAM, AND GAME SYSTEM
20220379198 · 2022-12-01 · ·

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.

NON-TRANSITORY COMPUTER-READABLE MEDIUM STORING GAME PROGRAM, AND GAME SYSTEM
20220379198 · 2022-12-01 · ·

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.