A63F2300/303

In-game visualization of spectator feedback

Methods and systems are provided for displaying voice input of a spectator in a video game. The method includes receiving, by a server, the voice input produced by the spectator while viewing video game video of the video game. The method includes examining, by the server, the voice input to identify speech characteristics associated with the voice input of the spectator. The method includes processing, by the server, the voice input to generate a spectator video that includes text images representing the voice input of the spectator. In one embodiment, the text images are configured to be adjusted in visual appearance based on the speech characteristics of the voice input, wherein the text images are directed in a field of view of an avatar of the spectator. The method includes combining, by the server, video game video with the spectator video to produce an overlay of the text images graphically moving in toward a game scene provided by the video game video. The method includes sending, to a client device, a spectator video stream that includes the overlay of the text images.

Content-related information display system
11446569 · 2022-09-20 · ·

Systems, methods, and media for displaying content are provided. According to a content-related information display system, a first memory stores content. A first processor outputs a drawing command for displaying the content on a first display, and generates progress status information which is related to a progress status of the content. A second memory stores content-related information which is related to the content. A second processor specifies the content-related information according to the progress status information generated by the first processor. A second display displays the content-related information according to a player input received by the second processor. The first processor generates the progress status information in response to at least one of a predetermined condition being satisfied in relation to the progress status of the content or a specific operation being received by the first processor.

Virtual reality environment based manipulation of multi-layered multi-view interactive digital media representations

Various embodiments of the present disclosure relate generally to systems and methods for generating multi-view interactive digital media representations in a virtual reality environment. According to particular embodiments, a plurality of images is fused into a first content model and a first context model, both of which include multi-view interactive digital media representations of objects. Next, a virtual reality environment is generated using the first content model and the first context model. The virtual reality environment includes a first layer and a second layer. The user can navigate through and within the virtual reality environment to switch between multiple viewpoints of the content model via corresponding physical movements. The first layer includes the first content model and the second layer includes a second content model and wherein selection of the first layer provides access to the second layer with the second content model.

Voice help system using artificial intelligence

A method for gaming assistance. Information related to a plurality of game plays of players for a gaming application is received over a network at a back-end server. A query is received from a first player playing the gaming application, wherein the query is related to a first game play of the first player. A current game context of a first game play of a first player is determined from the information. A response to the query and the current game context is generated based on the information related to the plurality of game plays. The response is delivered back to a device of the first player.

Trampoline video game
11458398 · 2022-10-04 ·

A trampoline video game has a trampoline having a bed suspended across a trampoline frame. The bed has a bed center, bed middle, and bed periphery. A beam emitter is configured for operation by a first player to emit a beam. A player one target includes a sensor and a camera. The player one target is connected to a wide area network. A processor is electrically connected to the camera. The processor is configured to generate a geometric model from an image or a video of the first player. A second player terminal is configured as a wireless device with a touchscreen. The second player terminal is configured to connect to the wide area network. A first player avatar is generated on the touchscreen. The first player avatar is generated from the geometric model. Players are given incentives for jumping in the bed middle.

Experiencing a virtual object at a plurality of sizes

Described herein is a system and method for experiencing a virtual object at a plurality of sizes. During an AR session, the virtual object can created at a first size based upon a first scale (e.g., miniature, tabletop size). Once created, information regarding the virtual object can be stored. Thereafter, the virtual object can be displayed in an AR session at a second size based upon a second scale (e.g., full size or life size). In some embodiments, functionality of at least portion(s) of the virtual object are different when experienced in an AR session at the second size than when experienced in an AR session at the first size.

4D SCREEN SHOOTING RANGE AND PLAYING METHOD USING THEREOF
20220258062 · 2022-08-18 ·

The present invention provides a 4D screen shooting range, which includes: a wall body forms a shooting space having a predetermined size, and has an entrance formed in any portion thereof; a screen installed on the wall body by avoiding the entrance and aimed or pointed at with a personal weapon held by a user; a projection unit configured to project an image onto the screen according to a shooting game content selected by the user; a shooting zone formed by including a center of the shooting space on the floor in a predetermined size with being spaced apart from the screen, in which a setting box operated to set a shooting game according to a selection of the user is disposed; and an action structure disposed in the shooting space to add a producing effect to a shooting game content image selected by the user.

REAL TIME INTERCONNECTED GAME CONTEXT AND DATA SHARING PLUGIN FRAMEWORK

Systems, methods, and apparatuses are provided for interconnecting plugins of a content overlay engine that is executed with a video game. In an example system, a data manager that includes a plugin manager and an event reporting orchestrator is executed concurrently with the video game. The plugin manager identifies a set of plugins that includes at least a consumer plugin and a producer plugin coupled to the data manager. The plugin manager also identifies an event type that is to be reported to the consumer plugin. The event reporting orchestrator receives a notification of a first event from the producer plugin during execution of the video game, and determines if the first event is of the event type to be reported to the consumer plugin. If the first event is of the event type, information associated with the first event is reported to the consumer plugin.

FANTASY SPORTS GAME SYSTEM AND METHOD

A computer-implemented method for operating a fantasy sports system permits the drafting of non-active players. The non-active players can be draft alongside active players, or a team or even a league can be comprised of exclusively non-active players. Fantasy points are generated for each of the non-active players by randomly selecting a plurality of historical plays by each non-active player from a database of historical plays. A total fantasy score for each fantasy team is generated based upon the fantasy points for each of the non-active players.