Patent classifications
A63F2300/8017
Racing gaming chair
A racing gaming chair having a seat frame, a back frame, a pedal assembly attachment and a steering wheel assembly attachment. The back frame is pivotally attached to the seat frame. The pedal assembly attachment is operably attached to at least one of the back frame and the back frame. The pedal assembly attachment is adapted for attachment of a pedal assembly thereto. The steering wheel assembly attachment is operably attached to at least one of the seat frame and the back frame. The steering wheel assembly attachment is adapted for attachment of a steering wheel assembly thereto.
COMPUTER-IMPLEMENTED METHOD, COMPUTER PROGRAM PRODUCT, AND SYSTEM FOR EXECUTING A VIRTUAL RACE AND ASSIGNING PERFORMANCE METRICS TO VIRTUAL VEHICLES
A computer program product, system, and computer-implemented method for brokering an online racing event, actual and virtual, between a plurality of drivers and storing data relating to modifications of performance vehicles in a virtual garage. The method includes creation of a virtual vehicles from data structures of included components, and historical data relating to aftermarket components and accessories added to the vehicle. Drivers may be matched together using a matching algorithm, and racing data gathered in real time during a racing event is used to determine a relative performance rating for each driver. An available pool of drivers is determined based on said driver's performance rating and a driver selection criteria. In various embodiments, a virtual racing event is created in computer-readable memory in which performance metrics for graphic representations of vehicle are assigned.
REDUCING VIDEO IMAGE DEFECTS BY ADJUSTING FRAME BUFFER PROCESSES
The present disclosure is directed to a method to correct for visual artifacts in a virtual reality (VR) video image where there is significant motion of the video image as a result of user actions. A user may request that the video image be moved, such as a through motion detected through a VR device, i.e., turning the head, or through a request to an application, i.e., joystick feedback to a gaming application. The video image motion can cause stutter and jitter visual artifacts, when the video frame buffer uses a synchronization constraint, such as vertical synchronization (VSync). When the VSync is disabled, a tearing visual artifact can be present. This disclosure presents a frame buffer handling process that operates with VSync disabled. The process allows the display refresh rates to operate at higher frequencies, while correcting for significant motion of the video image, i.e., tearing, through shifting back certain pixels within the scanout frame buffer.
Systems and methods for scenario generation and monitoring
Processor based systems and methods of defining a scenario event comprising the steps of identifying an event having an event attribute and generalizing the event attribute to define a generalized event whereby the generalized event is the scenario event. In some embodiments, the steps further comprise identifying a first and second event, generalizing a first and second event attribute to define a first and second generalized event and connecting the first and second generalized event in a continuous envelope to create a scenario envelope. Processor based systems and methods of monitoring an activity comprising the steps of monitoring an activity having an activity attribute and comparing the activity attribute to an event envelope to determine a status of the activity relative to the event envelope.
Method of providing a virtual space, medium for causing a computer to execute the method, and system for providing a virtual space
A method of providing a virtual space. The method includes defining a virtual space by a processor. The method further includes displaying a field of view of the virtual space on a head mounted display device. The method further includes detecting, by the processor, a motion of the user wearing the head mounted display device. The method further includes determining, by the processor, a flying direction for an object in the virtual space in response to the detected motion. The method further includes flying, by the processor, the object within the virtual space in accordance with the flying direction. The method further includes moving, by the processor, the field of view in the flying direction.
RACING GAMING CHAIR
A racing gaming chair having a seat frame, a back frame, a pedal assembly attachment and a steering wheel assembly attachment. The back frame is pivotally attached to the seat frame. The pedal assembly attachment is operably attached to at least one of the back frame and the back frame. The pedal assembly attachment is adapted for attachment of a pedal assembly thereto. The steering wheel assembly attachment is operably attached to at least one of the seat frame and the back frame. The steering wheel assembly attachment is adapted for attachment of a steering wheel assembly thereto.
Virtual motor vehicle controlling system
The present disclosure discloses a virtual motor vehicle engine controlling system including a processor, a virtual motor vehicle engine, a start/stop controlling unit, a brake controlling unit, a acceleration controlling unit, a sound play controlling unit and a video play controlling unit, the virtual motor vehicle engine controlling system further including a tactile feedback unit controlled by the processor which may perform tactile feedback to the user at the virtual motor vehicle engine interface. The virtual motor vehicle engine controlling system of the present invention has a better effect of user experience compared with related technologies.
APPARATUS AND METHOD FOR PROVIDING GAME SERVICE FOR MANAGING VEHICLE
An embodiment of the present disclosure provides a vehicle management game service providing device installed in a vehicle. The vehicle management game service providing device includes a receiver, a controller, which obtains vehicle information, and determines whether a user's intervention is required with regard to a vehicle-related task on the basis of the obtained vehicle information, a user interface, which receives a user input signal, and provides a screen according to execution of the user game, and an operator, which operates the vehicle according to a vehicle control signal. At least one among an autonomous vehicle, a user terminal, and a server according to embodiments of the present disclosure may be associated or integrated with an artificial intelligence module, a drone (unmanned aerial vehicle (UAV)), a robot, an augmented reality (AR) device, a virtual reality (VR) device, a 5G service related device, and the like.
ADVERTISING IMPRESSION DETERMINATION
Systems and methods for verifying an advertisement impression in a digital environment are provided. In some aspects, methods of the subject technology include operations for defining a portion of the digital environment as an impression area, wherein the impression area is associated with a tagged advertisement area, providing a stream of an advertisement to the tagged advertisement area, and updating advertising impression information stored in memory regarding the advertisement, wherein an advertising impression is based on the identification of the character within the impression area and the availability of an unobstructed line-of-sight between the character and the tagged advertisement area. In some aspects, computer readable media are also provided.
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.