A63F13/833

VIDEO RECOMMENDATION DETERMINATION, INFORMATION DISPLAY, DATA PROCESSING METHOD BASED ON FRAME SYNCHRONIZATION
20210185402 · 2021-06-17 ·

The present disclosure provides a method for determining a recommended video, a data processing computer server and a system. The computer server determines candidate virtual scenes, users currently participating in the candidate virtual scenes, and a user corresponding to a virtual role in the candidate virtual scenes. After selecting a target virtual scene from the candidate virtual scenes, the computer server determines representation data of virtual roles of the target virtual scene, selects a target virtual role from the virtual roles of the target virtual scene according to the representation data of the virtual roles of the target virtual scene, and generates a recommended video at a viewing angle of the target virtual role in the target virtual scene.

VIDEO RECOMMENDATION DETERMINATION, INFORMATION DISPLAY, DATA PROCESSING METHOD BASED ON FRAME SYNCHRONIZATION
20210185402 · 2021-06-17 ·

The present disclosure provides a method for determining a recommended video, a data processing computer server and a system. The computer server determines candidate virtual scenes, users currently participating in the candidate virtual scenes, and a user corresponding to a virtual role in the candidate virtual scenes. After selecting a target virtual scene from the candidate virtual scenes, the computer server determines representation data of virtual roles of the target virtual scene, selects a target virtual role from the virtual roles of the target virtual scene according to the representation data of the virtual roles of the target virtual scene, and generates a recommended video at a viewing angle of the target virtual role in the target virtual scene.

NON-TRANSITORY COMPUTER READABLE MEDIUM, INFORMATION PROCESSING METHOD, AND GAME DEVICE
20210268383 · 2021-09-02 · ·

A non-transitory computer readable medium stores a program causing a computer to execute: moving at least one of a player object or a target object displayed in a virtual game space, the player object including a target area, the target object including a plurality of target parts; identifying the target parts included in the target area; when more than one target part of the plurality of target parts is included in the target area, setting a target from among the target parts in the target area on the basis of a comparison of comparative values set or calculated for the individual target parts; and executing predetermined hit processing on the target part set as the target.

COMPUTER SYSTEM AND GAME SYSTEM

A computer system detects occurrence of an action exchange in which one of a player character and an opponent character performs a first action and another one of the player character and the opponent character performs a second action to mutually exchange the actions. Based on a first stiff time related to the first action, a second stiff time related to the second action, and a time difference between the first stiff time and the second stiff time, when a stiff time (hereinafter referred to as an “own stiff time”) related to an action performed by the player character is shorter than a stiff time related to an action performed by the opponent character, the computer system presents a player controlling the player character with a recommended candidate action recommended to be performed after an end of the own stiff time.

COMPUTER SYSTEM AND GAME SYSTEM

A computer system detects occurrence of an action exchange in which one of a player character and an opponent character performs a first action and another one of the player character and the opponent character performs a second action to mutually exchange the actions. Based on a first stiff time related to the first action, a second stiff time related to the second action, and a time difference between the first stiff time and the second stiff time, when a stiff time (hereinafter referred to as an “own stiff time”) related to an action performed by the player character is shorter than a stiff time related to an action performed by the opponent character, the computer system presents a player controlling the player character with a recommended candidate action recommended to be performed after an end of the own stiff time.

Interactive exercise and training system and method
20210181833 · 2021-06-17 ·

A virtual reality (VR) system comprising a head-mounted display (HMD) and handheld controller set is enhanced to provide a more realistic end user VR experience, e.g., for boxing or other interactive training. In this approach, and in lieu of simply establishing a boundary area for the VR experience, the user also maps a position of a real-world object into a reference frame of the VR environment. This mapping is facilitated using the handheld controller itself, e.g., as positioned in a backwards-facing manner on the user's forearm. The real-world object is then simulated in the 3D VR environment as rendered by the VR HMD, and the user interacts with the real-world object (or its simulation) to provide a more enjoyable and useful interactive experience.

NON-TRANSITORY COMPUTER READABLE RECORDING MEDIUM, GAME SERVER, AND CONTROL METHOD
20210129022 · 2021-05-06 · ·

A non-transitory computer readable recording medium having stored thereon instructions to be executed on by a game server, the game server and corresponding method which cause the game server to perform the steps of: provide a networked multiplayer battle game over a network, storing a battle history including an identifier of an opponent with whom a user has battled in the multiplayer battle game; determining, based on the battle history and an identifier of an opponent with whom a battle begins, a procedure for conducting the battle in the battle game to be one of a first mode for conducting the battle based on user operations and a second mode for conducting the battle with fewer user operations than in the first mode, and conducting the battle with the determined procedure.

NON-TRANSITORY COMPUTER READABLE RECORDING MEDIUM, GAME SERVER, AND CONTROL METHOD
20210129022 · 2021-05-06 · ·

A non-transitory computer readable recording medium having stored thereon instructions to be executed on by a game server, the game server and corresponding method which cause the game server to perform the steps of: provide a networked multiplayer battle game over a network, storing a battle history including an identifier of an opponent with whom a user has battled in the multiplayer battle game; determining, based on the battle history and an identifier of an opponent with whom a battle begins, a procedure for conducting the battle in the battle game to be one of a first mode for conducting the battle based on user operations and a second mode for conducting the battle with fewer user operations than in the first mode, and conducting the battle with the determined procedure.

MOTION MIRRORING SYSTEM THAT INCORPORATES VIRTUAL ENVIRONMENT CONSTRAINTS

A system that mirrors motion of a physical object by displaying a virtual object moving in a virtual environment. The mirroring display may be used for example for feedback, coaching, or for playing virtual games. Motion of the physical object is measured by motion sensors that may for example include an accelerometer, a gyroscope, and a magnetometer. Sensor data is transmitted to a computer that calculates the position and orientation of the physical object and generates a corresponding position and orientation of the virtual object. The computer may correct or adjust the calculations using sensor data redundancies. The virtual environment may include constraints on the position, orientation, or motion of the virtual object. These constraints may be used to compensate for accumulating errors in position and orientation. The system may for example use proportional error feedback to adjust position and orientation based on sensor redundancies and virtual environment constraints.

MOTION MIRRORING SYSTEM THAT INCORPORATES VIRTUAL ENVIRONMENT CONSTRAINTS

A system that mirrors motion of a physical object by displaying a virtual object moving in a virtual environment. The mirroring display may be used for example for feedback, coaching, or for playing virtual games. Motion of the physical object is measured by motion sensors that may for example include an accelerometer, a gyroscope, and a magnetometer. Sensor data is transmitted to a computer that calculates the position and orientation of the physical object and generates a corresponding position and orientation of the virtual object. The computer may correct or adjust the calculations using sensor data redundancies. The virtual environment may include constraints on the position, orientation, or motion of the virtual object. These constraints may be used to compensate for accumulating errors in position and orientation. The system may for example use proportional error feedback to adjust position and orientation based on sensor redundancies and virtual environment constraints.