Patent classifications
A63F13/837
EXTENDED-REALITY PROJECTILE-FIRING GAMING SYSTEM AND METHOD
An extended-reality projectile-firing gaming system includes a projectile-firing device, a battlefield object configured to detect impact of projectiles thereon, a network configured to provide communication and control connectivity in accordance with at least one protocol to the projectile-firing device and the wearable device, and an extended-reality gaming application. The application controls the projectile-firing device and the wearable device, receives projectile-firing device data from the projectile-firing device, receives battlefield object data from a battlefield object, the battlefield object data indicating that an impact occurred on the battlefield object, and the time the battlefield object was impacted, and updates gaming metric data to indicate a successful impact of the fired projectile on the battlefield object and a successful hit by the projectile-firing device on the battlefield object when the time the impact occurred on the battlefield object and the time the projectile was fired occur within a predetermined time period.
CONTEXTUAL ADJUSTMENT OF INPUT DEVICE RESISTANCE
A method for adjusting input resistance includes determining, by an information handling system, one or more gaming context characteristics of a gaming application executed by the information handling system. The information handling system determines one or more adjustments to a resistance of a two-axis input device based, at least in part, on the one or more gaming context characteristics. The information handling system applies the one or more adjustments to the resistance of the two-axis input device.
CONTEXTUAL ADJUSTMENT OF INPUT DEVICE RESISTANCE
A method for adjusting input resistance includes determining, by an information handling system, one or more gaming context characteristics of a gaming application executed by the information handling system. The information handling system determines one or more adjustments to a resistance of a two-axis input device based, at least in part, on the one or more gaming context characteristics. The information handling system applies the one or more adjustments to the resistance of the two-axis input device.
GENERATING MARK INFORMATION ON A VIRTUAL OBJECT
A method for generating mark information in a virtual environment includes displaying a target-perspective picture showing the virtual environment, a sight bead pointing to an aiming position, and receiving a mark operation triggered on a mark control interface. The method further includes, in response to receiving the mark operation, generating, according to the received mark operation, mark information on a virtual object to which the aiming position points. The virtual object on which the mark information is generated is a movable object, a virtual prop, a virtual building, or a virtual landscape object in the virtual environment. The generated mark information is visible at a position of the virtual object in the virtual environment to one or more teammates of the virtual character.
SMART TARGET CO-WITNESSING HIT ATTRIBUTION SYSTEM AND METHOD
A smart target co-witnessing hit attribution system includes a network, a projectile-firing device that includes a projectile repository and an infrared emitter, a smart target that includes a piezoelectric sensor, an infrared sensor, and control circuitry, and an extended-reality gaming application. After confirming a successful hit on the smart target, the application receives target state data and updates gaming metric data to attribute a successful impact on the smart target by the projectile-firing device.
SMART TARGET CO-WITNESSING HIT ATTRIBUTION SYSTEM AND METHOD
A smart target co-witnessing hit attribution system includes a network, a projectile-firing device that includes a projectile repository and an infrared emitter, a smart target that includes a piezoelectric sensor, an infrared sensor, and control circuitry, and an extended-reality gaming application. After confirming a successful hit on the smart target, the application receives target state data and updates gaming metric data to attribute a successful impact on the smart target by the projectile-firing device.
In-vehicle performance device, in-vehicle performance system, in-vehicle performance method, storage medium, and command measurement device
An in-vehicle performance device is an in-vehicle performance device that performs a game that is played by an occupant in a vehicle, and includes a motion detector configured to detect a motion of the occupant irrelevant to driving the vehicle, a display configured to display an image visually recognizable by the occupant, and a display controller configured to display a response image according to the motion of the occupant on the display on the basis of the motion of the occupant detected by the motion detector, and output a result of a game based on a predetermined rule.
Aiming display automation for head mounted display applications
A method for user interaction when gaming. The method including rendering a normal view of a virtual environment of a video game for display in an HMD of a user. The method including detecting a pose of a user holding a first controller and a second controller indicating that a virtual weapon is being held. The method including detecting that the pose of the user is raised to a firing position. The method including detecting that the pose of the user is in alignment with a face of the user. The method including detecting that a first eye of the user is closed. The method including detecting an object in the virtual environment being targeted by the pose that is in alignment with the face of the user. The method including rendering a magnified view of the object being targeted in the virtual environment for display in the HMD.
Method and apparatus for configuring virtual scene, and storage medium thereof
A method and apparatus for configuring a virtual scene are provided. The method includes obtaining a selection instruction generated by a first application running on a first terminal in response to a selection operation. The selection instruction includes configuration information selected through the selection operation. The configuration information is for configuring a scene element in the virtual scene. The method further includes generating indication information according to the selection instruction. The indication information indicates a target scene element among a plurality of scene elements. The method further includes transmitting the indication information to a second application running on a second terminal, to instruct the second application to display the target scene element in the virtual scene.
Respawn systems and methods in video games
In a video game, a player's character can start in a normal state, receive first damage, and change to an incapacitated state. The player's character can be revived from the incapacitated state back to the normal state. The player's character can be changed from the incapacitated state to a preliminarily defeated state, and in response, a player respawn activation item can be generated. The player respawn activation item can be used by the player's teammates to respawn the player's character at one or more respawn locations.