A63F2300/65

Motivational kinesthetic virtual training program for martial arts and fitness
10286280 · 2019-05-14 ·

Apparatus and associated methods relate to a computer system executing a predetermined motivational kinesthetic martial arts training program (MKMATP), the system including a preparation phase, a participation phase and a simulation phase, with a score being generated indicative of a user's move performance during the participation phase, and displaying an avatar performing moves at the user's score level during the simulation phase. The system may include sensors monitoring the user's physical space. The preparation phase may be mandatory based on an enforcement policy. The participation phase may depict various physical moves, and may generate scores indicative of the user's performance of the moves. The simulation phase may produce a computer-simulated scenario of an avatar performing the moves against an opponent, based on the user's score and randomized variables. In an illustrative example, users may learn martial arts skills and stay motivated by viewing the simulation action, while becoming physically fit.

ACCESSORY FOR PRESENTING INFORMATION ASSOCIATED WITH AN APPLICATION
20190134500 · 2019-05-09 · ·

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.

Recording medium, data processing apparatus and data processing method

A non-transitory computer-readable recording medium having recorded thereon a game program that causes a computer of a data processing apparatus to execute a method includes: accepting an instruction to operate a first object in a game from a first player, and activating the first object in the game; determining an action state of the first object in the game; and when the first object is determined to be in an incapacitated state in which the first object is unable to be activated in the game, accepting an instruction to perform a support process for a second object in the game from the first player, and performing the support process based on the instruction to perform the support process.

Accessory for presenting information associated with an application
12036468 · 2024-07-16 · ·

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.

TARGET VIRTUAL OBJECT DETERMINATION

In a method for determining a target virtual object, a target search range corresponding to a target skill of a controlled virtual object is determined in response to a trigger operation of the target skill, the virtual object being controlled by a user. When the target search range includes a plurality of first virtual objects in the target search range, at least one second virtual object that satisfies a defeated condition is obtained from the plurality of first virtual objects in the target search range. The defeated condition indicates that a preset health point status will be reached after the target skill is performed on the first virtual object. A third virtual object is obtained from the at least one second virtual object in the target search range as the target virtual object. The virtual object is controlled to perform the target skill on the third virtual object.

EVOLUTION OF NON-PLAYER CHARACTERS
20240256907 · 2024-08-01 · ·

A method for configuring a character in a game includes generating a first non-player character of a first generation in the game, the first generation being associated with a first difficulty level, and detecting a target event affecting the first non-player character of the first generation in the game. The method further includes, based on the first non-player character of the first generation affected by the target event, obtaining an evolution indicator of an evolution from the first generation to a second generation associated with a second difficulty level higher than the first difficulty level. The method further includes, in response to the evolution indicator indicating that the evolution from the first generation to the second generation is successful, generating the second generation comprising two or more second non-player characters while one or more non-player characters of the first generation remain in the game.

VIDEO GAME PROCESSING APPARATUS AND VIDEO GAME PROCESSING PROGRAM

Video game processing apparatuses, media, and methods are provided for controlling progress of a video game. Player character related information is stored in a memory and changes in accordance with progress of the video game. Initial area information is stored in the memory and indicates an initial state of each of a plurality of areas. Updated area information is stored in the memory and indicates a progress status of the video game in each of the areas. The updated area information is updated in accordance with the progress of the video game. It is determined whether to use the initial area information or the updated area information corresponding to a selected area in response to an operation of the player character. The game is progressed in the selected area using a corresponding one of the initial area information and the updated area information.

Method and system modeling social identity in digital media with dynamic group membership

A method for modeling a virtual identity in a digital media system is disclosed. A plurality of categories are defined according to identity characteristics of a virtual identity. A degree of a membership is modeled in a category for members of the category, wherein each category includes a plurality of features. Changes to membership are simulated, wherein the degree of membership includes a gradient value in a category feature over time.

Accessory for presenting information associated with an application
10207181 · 2019-02-19 · ·

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.

SECONDARY-GAME-MODE SESSIONS BASED ON PRIMARY-GAME-MODE ARRANGEMENTS OF USER-CONTROLLED ELEMENTS

Approaches for secondary-game-mode sessions based on primary-game-mode arrangements of user-controlled elements are provided. Actions by user-controlled elements of a first user or other game-space elements in a primary game mode of a game space may be managed. A session request for a session in a secondary game mode of the game space may be received from the first user. A first session for the first user may be executed in the secondary game mode such that: (i) the first session involves artificial-intelligence-controlled elements as opponents against the user-controlled elements; (ii) an arrangement of the user-controlled elements at a beginning of the first session is the same as an arrangement of the user-controlled elements in the primary game mode at a time of the session request; and (iii) impacts on the user-controlled elements during the first session in the secondary game mode are not reflected in the primary game mode.