A63F2300/6027

BRAIN-COMPUTER INTERFACES FOR COMPUTING SYSTEMS
20200298100 · 2020-09-24 ·

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 internal state. Responses are 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.

User interface processing apparatus, method of processing user interface, and non-transitory computer-readable medium embodying computer program for processing user interface having variable transparency

An apparatus, method, and medium for controlling a progress of a video game are provided. A user interface element of the video game is displayed on a display screen. The user interface element is displayed with transparency determined during the progress of the video game. An operation to the user interface element displayed on the display screen is received regardless of the transparency. The progress of the video game is controlled in accordance with the operation to the user interface element displayed on the display screen.

DATA PROCESSING SYSTEMS FOR PROCESSING AND ANALYZING DATA REGARDING SELF-AWARENESS AND EXECUTIVE FUNCTION
20200265742 · 2020-08-20 ·

Data processing systems according to various embodiments are adapted to process data regarding the self-awareness of a user for use in the development of the user's executive function. In various embodiments, the data processing system: (1) executes computer-readable instructions that, when executed by the at least one computer processor, facilitate the playing of a game by the user; (2) gathers performance data indicating the user's performance while the user plays the game; and (3) automatically evaluates the performance data to assess, for the user, the ability to remember to remember to perform various tasks, and to stay on task. The data processing system may gather and process related data on various levels and then use this information to assist the user in improving the user's executive function skills.

Mobile and adaptable fitness system

A mobile and adaptable fitness system allows a fitness device to be used to control an application running on a host device. The system includes one or more controllers, a motion sensing device, and a host device. The hand controllers may be mounted on the handlebars of the fitness device or held in a user's hands and include buttons that the user can press. The motion sensing device may be mounted on the user or on a moving part of the fitness device and contains sensors that capture motion performed by the user. The host device receives input data from the hand controllers and the motion sensing device and generates an activity vector representing the intensity at which the user performs a fitness activity. Based on the activity vector, the host device controls an object in an application, such as a character, based on the input data.

METHOD AND SYSTEM FOR CREATING A GAME OPERATION SCENARIO BASED ON GAMER BEHAVIOR PREDICTION MODEL

The present invention provides a gamer behavior prediction modeling system based on time-series data conforming to an in-game behavior of a gamer and an environment attribute variation associated with a game in an online game service. Also, the present invention provides a method and system of generating a game operating scenario on the basis of a gamer behavior prediction model.

Storage medium storing game program, information processing system, information processing device, and game processing method

An example of an information processing device generates a game field for each of a plurality of game stages. The information processing device executes a game process of controlling a player object in response to an operation by a user in a game stage for which the game field has been generated. The information processing device determines whether the user has cleared or failed to clear the game stage. In response to a determination that the user has cleared the game stage, the information processing device starts the game process for a next game stage while maintaining a state of the player object at the time of clearing. On the other hand, in response to a determination that the user has failed to clear the game stage, the information processing device starts the game process for a next game stage.

DYNAMIC MUSIC CREATION IN GAMING
20200188790 · 2020-06-18 ·

A method and system for dynamic music creation is disclosed. An emotion is assigned to one or more musical motifs and a game vector is associated with the emotion. The one or more musical motifs are mapped to the game vector based on the emotion. A musical composition is generated based on the game vector and desired emotions.

EXERCISE INTENSITY-DRIVEN LEVEL DESIGN
20200179807 · 2020-06-11 ·

Balancing an exercise intensity level and a fun factor of a game is non-trivial and challenging. Disclosed herein are aspects and embodiments of an optimization-based approach to address this challenge. The approach can be applied to synthesize a game level with a desired exercise intensity level. By formulating the design problem as an optimization, a level designer can easily balance factors concerning the exercise intensity level of the game as well as other design factors and constraints.

COGNITIVE USER EXPERIENCE OPTIMIZATION
20200164275 · 2020-05-28 ·

Optimization of user experience in an interactive environment is disclosed. User experience input is generated by a user during a session of interaction. A user perception on an interaction is determined based on analyzing the user experience input by use of a cognitive model of user perception. For a negative user perception, one or more difficulty of respective items in the interaction is adjusted to match a skill level of the user.

Color blindness diagnostic system
11872492 · 2024-01-16 · ·

Systems and methods for determining whether to enable color blind accessibility settings within the course of a user interactive narrative are described herein. Virtual color blindness indication objects containing colors that are visibly distinguishable within a single dichromatic visual spectrum can be utilized in objectives to determine a user's dichromatic visual deficiency type.