A63F2300/6045

GAME SYSTEM
20200030704 · 2020-01-30 ·

A game system comprising a game surface generator configured to generate a game surface having: a primary game surface with a first edge; an additional game surface with a second edge, wherein the primary game surface and the additional game surface are each divided into a plurality of game spaces and the first edge of the primary game surface is coupled to the second edge of the additional game surface, there being a bijective mapping between the primary game surface and the additional game surface; a game piece control module configured to position a plurality of game pieces on the primary game surface such that each game piece is positioned on one of the game spaces and a plurality of additional game pieces are positioned on corresponding game spaces of the additional game surface according to the bijective mapping.

Method for realizing user interface using camera and mobile communication terminal for the same

A method for realizing a user interface using a camera module and a mobile communication terminal for the same. If a user makes a predetermined motion in a state in which the camera module of the mobile communication terminal is activated, the mobile communication terminal performs a predetermined action according to the motion pattern by recognizing the user motion and patterning the motion. In this case, the action performed according to the motion pattern corresponds to mouse control in a mouse mode, game control in a game mode, and character input in a character input mode.

Game program and game apparatus

A forward direction line is set on a course, in a virtual game world, on which a player object is allowed to move. An advancing direction at a current position of the player object is determined based on the forward direction line. The advancing direction is determined as a direction in which the player object advances so as to control a movement of a player character in accordance with an acceleration instruction, and a leftward-rightward movement instruction from a player. Consequently, it is possible to assist the player in controlling a direction in which an object operated by the player moves.

Transforming a control stick movement space

Examples are disclosed that relate to computing devices and methods for transforming output of a control stick. In one example, a method comprises: receiving a dead zone inflection point defining a boundary of a dead zone region and a playspace region within a first normalized unit-area movement space of the control stick, mapping the first normalized unit-area movement space to a second normalized unit-area movement space, using a scaling function comprising the dead zone inflection point, scaling each axis of the second normalized unit-area movement space to generate a scaled second normalized unit-area movement space, transforming the scaled second normalized unit-area movement space to a scaled first normalized unit-area movement space, receiving position data representing a current position of the control stick, and transforming the current position to a transformed position in the scaled first normalized unit-area movement space.

Game Systems And Methods
20190388776 · 2019-12-26 ·

Example game systems and methods are described. In one implementation, a sensing device determines an identity of a game piece in a physical space and detects a movement action associated with the game piece. A computing device calculates a distance and direction associated with the movement action and determines a result of the movement action based on the distance, the direction, and the identity of the game piece.

Capture and utilization of real-world data for use in gaming systems such as video games
10512835 · 2019-12-24 ·

A portable sensor unit for capturing motion and/or other data may be securely mounted on objects such as a user's limb, a vehicle, or other items. The sensor unit may then collect motion and/or other data from the object to which it is affixed, and may provide this data to a data logger which stores the data. The data logger may subsequently communicate the data to a gaming system which may tailor the motion characteristics of a virtual object to resemble those of the real-world object from which the motion data was captured. Thus, a user can (for example) capture motion data from a vehicle, with this data being supplied to a video gaming unit which provides a virtual vehicle having the same acceleration/deceleration, handling, and other characteristics.

EXERCISE DEVICE WITH NATURAL GAIT MOTION AND COMPUTER GAMING INTERFACE

An exercise machine with a more natural gait and computer gaming interface which, in some embodiments, further allows for a variable stride length while in use. In one configuration, each side of the exercise machine has a first crank assembly connected at an upper location on a pedal arm and a second crank connected at a middle location on the pedal arm, and a pedal is attached to a lower location of the pedal arm. The first crank assembly is connected to the pedal arm by a crank arm. The second crank assembly is connected to the pedal arm via a crank arm pivotally attached to a crank link. The path of each pedal is determined by the lengths of crank arms and crank links of the first and second crank assemblies rotating in synchronous motion.

Systems and methods for portable exergaming

In a first aspect, a system for playing a video game is provided that includes (1) one or more sensors adapted to monitor one or more biometric parameters of a user and communicate the one or more monitored biometric parameters (MBPs); (2) a computing device adapted to communicate with the one or more sensors and to receive the one or more communicated MBPs; and (3) a video game having an avatar adapted to move an object on an incline, the video game adapted to execute on the computing device. The video game is adapted to control the avatar to perform an action in the video game based in part on the received one or more communicated MBPs. Numerous other aspects are provided.

Systems and methods for immersive interaction with virtual objects

A system to present the user a 3-D virtual environment as well as non-visual sensory feedback for interactions that user makes with virtual objects in that environment is disclosed. In an exemplary embodiment, a system comprising a depth camera that captures user position and movement, a three-dimensional (3-D) display device that presents the user a virtual environment in 3-D and a haptic feedback device provides haptic feedback to the user as he interacts with a virtual object in the virtual environment. As the user moves through his physical space, he is captured by the depth camera. Data from that depth camera is parsed to correlate a user position with a position in the virtual environment. Where the user position or movement causes the user to touch the virtual object, that is determined, and corresponding haptic feedback is provided to the user.

Augmented reality and physical games

Augmented reality and physical game techniques are described. In one or more implementations, an indication is received by a computing device of a location of a physical gaming piece of a game. An augmentation is computed based on the indication by the computing device to be displayed as part of the game. The augmentation is displayed by the computing device on a display device that is at least partially transparent such that a physical portion of the game is viewable through the display device concurrently with the augmentation.