A63F13/95

SYSTEM, METHOD, AND SMART DEVICE FOR AUTHENTICATION OF PRODUCTS AND INTERACTION WITH A VIRTUAL ENVIRONMENT

A system and method for identifying and authenticating a physical article to a virtual environment. A physical article, such as a decorative pin used in gameplay or some purchased article with anti-counterfeiting tag information, may be scanned by a mobile device and verified by a mobile device application. Such a process may uniquely identify a product as being associated with one particular customer, which may limit counterfeiting and may also allow the article to be incorporated in some form into a game or other virtual environment, such as in the form of an accessory for a game character.

INFORMATION PROCESSING DEVICE AND FILE RECORDING METHOD
20230062039 · 2023-03-02 ·

A file system 130 has a function of integrally managing a first recording region 9a in a first auxiliary storage device and a second recording region 9b in a second auxiliary storage device. A reception section 110 receives information indicating the type of the file to be recorded. A place information acquisition section 114 acquires information regarding a recording place corresponding to the received information indicating the type of the file. A metadata processing section 134 defines metadata regarding a recording place of the file in reference to the acquired information regarding the recording place. A recording processing section 132 records the file into the first recording region 9a and/or the second recording region 9b according to the defined metadata.

METHODS, SYSTEMS, AND DEVICES OF SOCIAL NETWORKING WITH PORTIONS OF RECORDED GAME CONTENT

Embodiments include a system and method that facilitate detecting a request from a player to share a trigger clip of a video game, preparing the trigger clip for sharing and sharing the trigger clip in a message to a third party or to a social media destination. Additional embodiments include storing one or more trigger clips in a library where the trigger clips are available for searching and review by players and others. Advantages include making the trigger clips available for subsequent review, training, coaching and other purposes.

Restoring gameplay by replaying past inputs

Methods, computer-readable media, and computing devices are described herein for restoring gameplay by replaying past inputs. During gameplay, capture logic captures participant inputs that were received to change states of game objects. The capture logic stores the captured information in an electronic record of period(s) of the gameplay. After the period(s) of gameplay, replay logic receives a request to initiate subsequent gameplay beginning from a point in time from a period of past gameplay. The replay logic causes the subsequent gameplay to begin from the point at least in part by loading saved state information and replaying the captured participant inputs.

Restoring gameplay by replaying past inputs

Methods, computer-readable media, and computing devices are described herein for restoring gameplay by replaying past inputs. During gameplay, capture logic captures participant inputs that were received to change states of game objects. The capture logic stores the captured information in an electronic record of period(s) of the gameplay. After the period(s) of gameplay, replay logic receives a request to initiate subsequent gameplay beginning from a point in time from a period of past gameplay. The replay logic causes the subsequent gameplay to begin from the point at least in part by loading saved state information and replaying the captured participant inputs.

DYNAMIC VIRTUAL OBJECT INTERACTIONS BY VARIABLE STRENGTH TIES
20170371410 · 2017-12-28 ·

Embodiments of the present invention provide a method, computer program product, and a computer system for utilizing variable strength ties to dynamically interact with objects in an environment. According to one embodiment, in an environment containing one or more controllable objects and a wearable device with at least one sensor and a variable strength tie projector, a first predetermined gesture is received from a user. Responsive to receiving the first predetermined gesture from the user, a variable strength tie is generated and directed at a first controllable object. Responsive to detecting a user movement by the at least one sensor, the first controllable object is moved proportional to the detected user movement.

DYNAMIC VIRTUAL OBJECT INTERACTIONS BY VARIABLE STRENGTH TIES
20170371410 · 2017-12-28 ·

Embodiments of the present invention provide a method, computer program product, and a computer system for utilizing variable strength ties to dynamically interact with objects in an environment. According to one embodiment, in an environment containing one or more controllable objects and a wearable device with at least one sensor and a variable strength tie projector, a first predetermined gesture is received from a user. Responsive to receiving the first predetermined gesture from the user, a variable strength tie is generated and directed at a first controllable object. Responsive to detecting a user movement by the at least one sensor, the first controllable object is moved proportional to the detected user movement.

Storage medium storing game program and game apparatus

A computer generating a three-dimensional space and the images to be shown on a display: sets a first angle of view of the virtual camera; displays the image in accordance with the first angle of view; detects a position on the displayed image pointed to by the input device; calculates a straight line passing through the detected position and the virtual camera in the three-dimensional space; identifies an object intersecting the straight line; automatically sets a second angle of view of the virtual camera to zoom in and display the identified object, and displays the identified object using the display device from the perspective of the second angle of view.

Cartridge
09853379 · 2017-12-26 · ·

A terminal placement region of the cartridge is divided into an upper region and a lower region, and the cartridge includes a plurality of terminals placed in the upper region, a plurality of terminals placed in the lower region, and a plurality of long terminals across the upper region and the lower region. The long terminals are a ground terminal, a chip-enable terminal, a power supply terminal, or a reset terminal. A strobe terminal and a clock terminal are arranged one above the other. Two data input/output terminals are arranged one above the other, and four sets of data input/output terminals arranged one above the other are present. A long terminal is near the strobe terminal and the clock terminal arranged one above the other, and a long terminal is near the two data input/output terminals arranged one above the other.

Tracking playing cards during game play using RFID tags

A system having a radio-frequency-identification (RFID) tag reader and a camera to map playing cards to RFID tag values. Each card is inserted into a sleeve that has an RFID tag. During or after insertion of a card into a sleeve, the camera captures an image of the card and the RFID reader captures an RFID tag value for the sleeve. The identity of the card is then determined from the captured image and mapped to the RFID tag value. This mapping information is generated for each card-sleeve pair in a card deck and utilized to track the movement of the cards during game play. The RFID tag value of each card-sleeve pair in the card deck is captured before and after a player draws a card from the deck. The missing RFID tag values are compared to the mapping information to identify which cards where drawn by the player.