Patent classifications
A63F2300/303
Augmented-Reality Game Overlays in Video Communications
In one embodiment, a method includes, by a client system of a first user, presenting a display interface comprising a plurality of layers, wherein a first layer is a game container containing a first game in an augmented reality overlay, and wherein a video communication is accessible via the display interface, receiving an input from the first user to initiate the video communication with a second user within the first layer of the display interface via the display interface, generating a video container in a second layer of the display interface, wherein the second layer contains the video communication with the second user in a full-screen view of the display interface, and overlaying the first layer onto the second layer.
Terminal including displays and game provision method thereof
A method of providing a game in a terminal including a plurality displays is provided. A first display may be set as a default display of a game, and a second display may be set as an input pad of the game. In response to a user input to the second display while game play is in progress through the first display, a result corresponding to the user input may be displayed on the first display.
RECONFIGURING REALITY USING A REALITY OVERLAY DEVICE
Virtual entities are displayed alongside real world entities in a wearable reality overlay device worn by the user. Information related to an environment proximate to the wearable device is determined. For example, a position of the wearable device may be determined, a camera may capture an image of the environment, etc. Virtual entity image information representative of an entity desired to be virtually displayed is processed based on the determined information. An image of the entity is generated based on the processed image information as a non-transparent region of a lens of the wearable device, enabling the entity to appear to be present in the environment to the user. The image of the entity may conceal a real world entity that would otherwise be visible to the user through the wearable device. Other real world entities may be visible to the user through the wearable device.
Spectator view tracking of virtual reality (VR) user in VR environments
A method, system, computer readable media and cloud systems are provided for generating views of a virtual reality environment for a spectator. One example method includes enabling a spectator to view into a virtual reality environment, and control what specific content within the environment the spectator wishes to see. Motions of an HMD worn by an HMD player can be tracked so as to provide a geared spectator view into the virtual reality environment. The gearing of the spectator view enables a spectator to view the virtual reality content in a more normal way which is not tied to the strict movements of the HMD worn by the HMD player. The gearing effects can be programmable or can be set based on the content being navigated by the HMD player or preferences of the individual spectators.
Information display method and apparatus in battle game, terminal, and storage medium
An information display method in a battle game is provided, applied to a terminal on which a first client is run, the method including: obtaining a first combat power value of a first game role; receiving a second combat power value of a second game role controlled by a second client or an Artificial Intelligence (AI) program; obtaining, according to the second combat power value and the first combat power value, a combat power difference between the second game role and the first game role; determining, according to the combat power difference, a display mode of the second combat power value; and displaying a battle interface, the battle interface including an object corresponding to the second game role and the second combat power value displayed in the display mode, the second combat power value being located in a peripheral position of the object corresponding to the second game role.
Field of view (FOV) throttling of virtual reality (VR) content in a head mounted display
A method for reducing discomfort when viewing virtual reality (VR) content for use in head mounted displays (HMDs). The method includes accessing a model that identifies a plurality of learned patterns associated with the generation of corresponding baseline VR content that is likely to cause discomfort. The method includes processing a first application to generate data associated with simulated user interactions with first VR content of the first application. The method includes comparing the data to the model to identify a pattern in the data matching at least one of the learned patterns, such that the identified pattern is likely to cause discomfort. The method includes identifying a zone in the first application corresponding to identified pattern. The method includes applying a discomfort reduction filter effect within the zone for purposes of reducing potential discomfort in a user.
Accessory for presenting information associated with an application
A system that incorporates teachings of the present disclosure may include, for example, an accessory having a plurality of tactile-sensitive buttons, a plurality of light sources, wherein each light source emits a controllable spectrum of light through a corresponding one of the plurality of tactile-sensitive buttons, and a controller coupled to the plurality of tactile-sensitive buttons, and the plurality of light sources. The controller can be operable to detect tactile contact of each of the plurality of tactile-sensitive buttons, receive status information associated with a video game, and adjust the spectrum of light emitted by at least a portion of the plurality of light sources according to the status information to indicate one or more aspects of the video game. Additional embodiments are disclosed.
E-GAMING ENTERTAINMENT SYSTEM
An e-gaming entertainment system includes a central control platform, a plurality of light devices and a plurality of audio devices. The central control platform receives light adjustment instructions or sound adjustment instructions, converts the light adjustment instructions or the sound adjustment instructions into light adjustment execution commands or sound adjustment execution commands, and sends the light adjustment execution commands or the sound adjustment execution commands through a wired or wireless way forward to the light devices or audio devices correspondingly. The light devices receive the light adjustment execution commands and perform light adjustment operations. The audio devices receive the sound adjustment execution commands and perform sound adjustment operations. The e-gaming entertainment system is efficient and convenient. The central control platform controls multiple light devices and audio devices in a wireless or wired manner. Also, the connected devices can be increased or decreased flexibly.
Method and system for providing game using continuous and automatic battle function
Disclosed are a method and system for providing game, which enable a user to access other pieces of content in game while a continuous and automatic battle is ongoing by executing a sub-process for the continuous and automatic battle when a continuous and automatic battle function is activated on a main game screen provided by a main process and providing a continuous and automatic battle screen generated by the executed sub-process in parallel to the main game screen provided by the main process.
Device and method for rendering VR content that provide bird's eye view perspectives
The present disclosure relates to device and method for rendering VR content that provide bird's eye view perspectives, which can render a user's avatar and game content selected by the at least one user in a VR space, and provide a VR image like the avatar plays the game content, thereby providing an effect to play a game while viewing the game content from various points of view as well as a bird's eye view in the at least one user's perspective.