A63F13/833

MOTIVATIONAL KINESTHETIC VIRTUAL TRAINING PROGRAM FOR MARTIAL ARTS AND FITNESS
20170291086 · 2017-10-12 ·

Apparatus and associated methods relate to a computer system executing a predetermined motivational kinesthetic martial arts training program (MKMATP), the system including a preparation phase, a participation phase and a simulation phase, with a score being generated indicative of a user's move performance during the participation phase, and displaying an avatar performing moves at the user's score level during the simulation phase. The system may include sensors monitoring the user's physical space. The preparation phase may be mandatory based on an enforcement policy. The participation phase may depict various physical moves, and may generate scores indicative of the user's performance of the moves. The simulation phase may produce a computer-simulated scenario of an avatar performing the moves against an opponent, based on the user's score and randomized variables. In an illustrative example, users may learn martial arts skills and stay motivated by viewing the simulation action, while becoming physically fit.

MOTIVATIONAL KINESTHETIC VIRTUAL TRAINING PROGRAM FOR MARTIAL ARTS AND FITNESS
20170291086 · 2017-10-12 ·

Apparatus and associated methods relate to a computer system executing a predetermined motivational kinesthetic martial arts training program (MKMATP), the system including a preparation phase, a participation phase and a simulation phase, with a score being generated indicative of a user's move performance during the participation phase, and displaying an avatar performing moves at the user's score level during the simulation phase. The system may include sensors monitoring the user's physical space. The preparation phase may be mandatory based on an enforcement policy. The participation phase may depict various physical moves, and may generate scores indicative of the user's performance of the moves. The simulation phase may produce a computer-simulated scenario of an avatar performing the moves against an opponent, based on the user's score and randomized variables. In an illustrative example, users may learn martial arts skills and stay motivated by viewing the simulation action, while becoming physically fit.

METHOD FOR CONTROLLING AUTOMATIC ATTACK OF USER CHARACTER
20170291108 · 2017-10-12 ·

Disclosed is a method for controlling an automatic attack of a user character. The method is performed by a game server, and the game server provides an online game service to a mobile terminal connected to the game server through a network and the mobile terminal does not include a user interface for controlling a basic attack of the user character. The method includes identifying whether an enemy character entered a detection range of the user character, wherein the detection range is a range that extends from a basic attack range corresponding to a range in which the basic attack of the user character is allowed, and when it is identified that the enemy character entered the detection range but did not enter the basic attack range, moving the user character such that the user character chases the enemy character to perform a basic attack on the enemy character.

VIRTUAL OBJECT CONTROL METHOD AND APPARATUS, DEVICE, AND STORAGE MEDIUM
20220047941 · 2022-02-17 ·

This application provides a virtual object control method performed by a computer device. The method includes: displaying a virtual battle interface; obtaining a first operation signal corresponding to a function triggering control; and receiving a first trigger operation on the function triggering control, and determining a first virtual object in n virtual objects as an attack target based on operation information of the first trigger operation when the first trigger operation meets an activation condition. According to the technical solutions provided in the embodiments of this application, an attack target is directly determined by using a target aiming function of a function triggering control and attribute information of an operation signal, thereby providing the attack target with directivity and stability for different virtual scenes.

Contents providing system, contents providing method, and contents providing program

Provided is a contents providing system capable of inducing excitement of a spectator in a battle game. One embodiment of the present disclosure is a contents providing system including: an acquisition part acquiring, as player information, at least one of a posture, an amount of activity, and biological information from each of multiple players playing a battle game where multiple events occur simultaneously in one game space; and a processing part processing the player information acquired by the acquisition part into information-for-spectator to be provided for the spectator or an organizer of the battle game.

Methods of playing video games
09731208 · 2017-08-15 · ·

Video game systems for executing instructions according to a video game contained on an item of first media including: an item of second media containing data defining an aspect of the video game; and a video game console including a housing, a first media device supported by the housing, a second media device supported by the housing, and a control unit supported by the housing and configured to control the first media device to read the item of first media and to control the second media device to read the item of second media.

METHOD FOR SELECTING VIRTUAL OBJECTS, APPARATUS, TERMINAL AND STORAGE MEDIUM
20220032188 · 2022-02-03 ·

A method is provided for selecting a virtual object on a user terminal of a terminal. The method is performed by the terminal and includes: displaying the user interface; obtaining a predefined execution area of a first operation of a first virtual object within a virtual environment; obtaining a visible boundary scope of the virtual environment; determining, based on the predefined execution area and the visible boundary scope, an effective execution area of the first operation within the virtual environment; and determining, based on the effective execution area, a target virtual object.

INFORMATION PROCESSING APPARATUS, INFORMATION DISPLAYING METHOD AND INFORMATION PROCESSING SYSTEM
20170216721 · 2017-08-03 · ·

In an information processing apparatus of a guest user, an image data acquisition unit acquires content image data from a host user, and a reproduction processing unit reproduces the content image data and outputs the content image data from an outputting apparatus. An information acquisition unit acquires information for specifying a sharing mode of a content image, and a notification unit notifies the user of the information indicative of the mode of the sharing process in an associated relationship with the reproduced content image. Further, if the information acquisition unit acquires information indicating that the content is within a sharing restriction period, then the notification unit notifies the user of the information indicating that the content is within the sharing restriction period.

Game program and information processing device
09770650 · 2017-09-26 · ·

The game program according to the present invention directs a computer to execute processes whereby a graphic pattern input is accepted in response to a pointing location on a game screen being moved as a result of manipulation by a player; probabilities are calculated, with which a graphic pattern inferred from a pointing location trajectory matches each of respective multiple preset graphic patterns in a state in which the movement of the pointing location is maintained; a graphic pattern satisfying a preset criterion is selected from among the multiple graphic patterns based on the result of calculating a probability of match for each of the graphic patterns; and the action of a player character operated by the player is controlled in accordance with the character action associated with the selected graphic pattern.

Game program and information processing device
09770650 · 2017-09-26 · ·

The game program according to the present invention directs a computer to execute processes whereby a graphic pattern input is accepted in response to a pointing location on a game screen being moved as a result of manipulation by a player; probabilities are calculated, with which a graphic pattern inferred from a pointing location trajectory matches each of respective multiple preset graphic patterns in a state in which the movement of the pointing location is maintained; a graphic pattern satisfying a preset criterion is selected from among the multiple graphic patterns based on the result of calculating a probability of match for each of the graphic patterns; and the action of a player character operated by the player is controlled in accordance with the character action associated with the selected graphic pattern.