A63F2300/61

Computer device and evaluation control method

A computer device evaluates an input timing at which a player performed an operation input. The player holds a controller containing sensors for measuring acceleration and angular speed and performs a motion of shaking and stopping the controller. The computer device is communicably connected to the sensors. The computer device determines the input timing by detecting a peak of a measurement value that appears immediately before the stop of the motion. Then, the computer device performs the evaluation based on a difference between the determined input timing and a reference timing.

Methods and systems for increasing attention ability of a user using a gameplay
11491398 · 2022-11-08 ·

Disclosed is a system for increasing attention ability of a user using a gameplay. The system may include a display device configured to display a moving image comprising an object, a cursor and a points counter. Further, the system may include an audio device configured to produce acoustic waves based on a sound data associated with a level. Further, the system may include an input device configured to receive a spatial input data. Further, the system may include a processing device communicatively coupled to each of the display device, the audio device and the input device. Further, the system may include a storage device communicatively coupled to the processing device. Further, the storage device may be configured to store digital data corresponding to an object, a cursor, a current cursor location, a previous cursor location, a geometric shape and the sound data in association with the multiple level indicators.

DATA-RICH ICON
20170308390 · 2017-10-26 ·

Instructions are configured to cause at least one processor within a computing device to present and/or update icon(s) on a display. An icon is linked to an application configured to run on the computing device. The icon comprises a representation of each of at least two data items. The at least two data items are associated with an entity. The at least two data items are received from at least one data distribution device over a multi-node network via a communications receiving device. The representation is presented through at least two of the following display elements: a line, a line segment, a line segment designator, and a highlight of at least a portion of one of a plurality of colors associated with the icon.

METHODS AND SYSTEMS FOR INCREASING ATTENTION ABILITY OF A USER USING A GAMEPLAY
20220054942 · 2022-02-24 ·

Disclosed is a system for increasing attention ability of a user using a gameplay. The system may include a display device configured to display a moving image comprising an object, a cursor and a points counter. Further, the system may include an audio device configured to produce acoustic waves based on a sound data associated with a level. Further, the system may include an input device configured to receive a spatial input data. Further, the system may include a processing device communicatively coupled to each of the display device, the audio device and the input device. Further, the system may include a storage device communicatively coupled to the processing device. Further, the storage device may be configured to store digital data corresponding to an object, a cursor, a current cursor location, a previous cursor location, a geometric shape and the sound data in association with the multiple level indicators.

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.

WORD GUESSING GAMES FOR MARKET RESEARCH
20170296931 · 2017-10-19 ·

A system is described for a computer-based word-guessing game that can be used to elicit market-research data, specifically sentiment and awareness data. The two-person game involves a clue giver and a guesser, each playing on their own mobile device. The clue giver sends clues to induce the guesser to guess a given target word or phrase before a countdown clock runs out. The clues used and the guesses made can be analyzed to reveal the opinions and knowledge that the players have about products, brands, and people. The game features a novel mechanic in which the clue words are categorized according to how obvious they are. Using more-obvious clues causes the countdown clock to decrement faster, thereby making the game play more strategic and entertaining, while also incentivizing the clue giver to use less-obvious, sentiment-oriented words that are more useful for market-research purposes.

Numerical operation system
11253790 · 2022-02-22 · ·

A numerical operation system for a plurality of individuals includes a contactless communication tag each included in a plurality of individuals, a reader allowed to read the contactless communication tag, and a control unit to which a result read by the reader is input, wherein the control unit is configured such as to acquire, from the result read by the reader, at least numerical values each corresponding to the plurality of individuals and operator symbols for operating the numerical values to calculate a total value based on the numerical values and the operator symbols.

Cognitive training method for semantic skills enhancement
09737813 · 2017-08-22 · ·

A method for training a semantic ability of a subject, the method being performed by a computer the method comprising: a. Displaying a linguistic task to the subject on a display of the computer, said linguistic task comprising providing one or more words, wherein said linguistic task is directed to training the subject in a specific semantic skill or skills; b. Providing a plurality of linguistic clues to the subject, through the display of the computer, said plurality of linguistic clues comprising content capable of activating concepts related to said one or more words but wherein said content does not include said one or more words or synonyms thereof, wherein said linguistic clues are selected such that the subject integrates said plurality of linguistic clues to solve said linguistic task, wherein said linguistic clue comprises an image, audio, video, text or a combination thereof; c. Receiving a solution to said linguistic task by the subject through the computer; and d. If said solution is not correct, providing one or more additional linguistic clues to the subject, said one or more additional linguistic clues comprising content capable of activating concepts related to said one or more words, wherein the subject integrates said one or more additional linguistic clues with said plurality of linguistic clues to solve said linguistic task, and wherein i) said content does not include said one or more words or synonyms thereof, or ii) if said content does include said one or more words or synonyms thereof, said content does not comprise written text.

COMMUNICATION SYSTEM, METHOD FOR CONTROLLING COMMUNICATION SYSTEM, AND PROGRAM
20170232339 · 2017-08-17 · ·

In a communication system including a server (1) and a plurality of communication terminals (2) capable of communication with the server (1), based on a variety of parameters indicating the status of a space formed within a game playable by the user of each communication terminal (2) over the communication system, the server (1) transmits advisory information (132), which suggests the next action for the space, to the communication terminal (2). The communication terminal (2) displays a screen including the received. advisory information (132).

VERIFICATION OF GAME SCORE

A computer-implemented method is provided, the method including: a client calculating a game score in real time according to an operation of a user, recording the operation and an operation time corresponding to the operation for generation of an operation sequence, and reporting the operation sequence and a score calculation result to a server after a game is over; the server starting a game loop, and performing the operation during the game loop according to the operation sequence, so as to calculate a real score of the user; comparing the real score with the score calculation result to verify whether the user cheats, and feeding back a verification result to the client; and the client receiving the verification result and performing a processing corresponding to the verification result.