Patent classifications
A63F2300/1012
Operational management of multi-media gaming devices
Operational management of a multi-media system includes assessing end user performance with respect to operation of a multi-media device in the multi-media system. Upon determining a performance value derived from assessment of the end user performance exceeds a pre-defined threshold value, the operational management further includes identifying accommodation options that specify modifications to the operation of the multi-media device and/or operations of another multi-media device in the multi-media system that is engaged in a media activity concurrent with the end user of the multi-media device.
Player biofeedback for dynamically controlling a video game state
Various embodiments are directed towards employing one or more physical sensors arranged on or in proximity to a video game player to obtain biofeedback measures that are then useable to dynamically modify a state of play of a video game. The sensors may be connected or even unconnected to the game player, replace, or otherwise augment traditional physical game controllers. The sensors gather various biofeedback measures and provide such measures to a biofeedback application programming interface (API). Before and/or during video game play, the video game queries the biofeedback API to request inferences about the game player's state of arousal. The response to the query is then used to modify the state of the video game play. Where the video game is a multi-player video game, biofeedback measures from other game players may also be obtained and used to further modify the state of the video game play.
SYSTEM AND METHOD OF GENERATING CONTROL COMMANDS BASED ON OPERATOR'S BIOELECTRICAL DATA
The technical solution relates to control systems, more particularly to systems and methods of generating control commands based on operator's bioelectrical data. One more technical result of the present technical solution is the increase of identification accuracy of the Operator's actions. One more technical result of the present technical solution is the improvement of identification of the Operator's actions due to the elimination of artefacts from the Operator's bioelectrical data.
GESTURE BASED USER INTERFACES, APPARATUSES AND CONTROL SYSTEMS
User interaction concepts, principles and algorithms for gestures involving facial expressions, mental activity, and other body actions are disclosed. User interaction concepts, principles and algorithms for enabling hands-free and voice-free interaction with electronic devices are disclosed. Apparatuses, systems, computer implementable methods, and non-transient computer storage media storing instructions, implementing the disclosed concepts, principles and algorithms are disclosed. Gestures for systems using eye gaze and head tracking that can be used with augmented, mixed or virtual reality, mobile or desktop computing are disclosed. Use of periods of limited activity and consecutive body actions in orthogonal axes is disclosed.
System and method to modify avatar characteristics based on inferred conditions
A system and method to modify avatar characteristics and, in particular, to modify avatar characteristics based on inferred conditions. The system comprises a collection engine configured to collect one or more inputs and at least one rule set. The system also comprises an emotion engine configured to accept the one or more inputs and operate on the at least one rule set by comparing the one or more inputs to the at least one rule set, the emotion engine configured to modify at least one characteristic of a user participating in a virtual universe when the comparing produces a match.
Modified force sensitive resistors
According to an aspect of the disclosure, a user input device is provided comprising a substrate to couple to a user, a sensing unit coupled to the substrate and including a first sensor of a first type and being configured to generate a first signal indicative of a change in deformation of the user's skin, and a second sensor of a second type different from the first type and being configured to generate a second signal indicative of a deformation level of the user's skin, and a controller configured to receive the first signal and the second signal, determine, based on the first signal, a number of motions performed by a user, determine, based on the second signal, a type of the motions performed by the user, and determine a gesture performed by the user based on the determination of the number of motions and the type of motions.
Gaming object with orientation sensor for interacting with a display and methods for use therewith
A gaming object includes an orientation sensor that generates orientation data in response to the orientation of the gaming object. An actuator that generates interaction data in response to an action of a user. A transceiver sends an RF signal to a game device that indicates the orientation data and the interaction data. The game device generates display data for display on a display device that contains at least one interactive item, and wherein the at least one interactive item is interactive in response to the orientation data and the interaction data.
HUMAN-MACHINE INTERFACE SYSTEM
A human-machine interface system comprises a sensor configured to generate data associated with a human movement, such as measured electrical signals or data from an accelerometer. A measurement unit of the human-machine interface measures user movement over time to generate a sequence of measured user movement data. A processor processes the data associated with a human movement from the sensor using a trained neural network to determine one or more predicted user actions. A comparison unit compares the one or more predicted user actions with one or more user actions obtained from the sequence of measured user movement data. A control unit uses the predicted user actions to control a process in an information processing apparatus in dependence upon the comparison performed by the comparison unit.
Quality of experience reverse control for electronic games
Technologies and implementations for managing an experience during play of an interactive electronic game are generally disclosed.
Method and System for Automated Personal Training that Includes Training Programs
Systems and methods for creating personalized exercise programs are disclosed. An image capture device and a computer device are used to capture images of a user while the user performs athletic movements. The images may then be evaluated to create a human movement screen score. The human movement screen score, goal and time commitment information may then be used to create a personalized exercise program tailored to the specific user.