Patent classifications
A63F2009/245
Optical proximity sensors
- Stefan Johannes Holmgren ,
- Sairam Iyer ,
- Tom Richard Berglind ,
- Karl Erik Patrik Nordström ,
- Lars Bertil Sparf ,
- Per Carl Sture Rosengren ,
- Erik Anders Claes Rosengren ,
- John Elis Gösta Karlsson ,
- Björn Thomas Eriksson ,
- Björn Alexander Jubner ,
- Remo Behdasht ,
- Simon Greger Fellin ,
- Robin Kjell ÅMAN ,
- Joseph Shain
A modular proximity sensor including a plurality of sensor modules, each sensor module including a housing, lenses, light detectors, each detector positioned along the image plane of a respective lens so as to receive maximum light intensity when light enters the lens at a particular angle, light emitters, each emitter positioned in relation to a respective lens so as to project light into a detection zone, an activating unit synchronously co-activating each emitter with at least one of the detectors, and a calculating unit receiving detector outputs corresponding to amounts of projected light reflected by an object in the detection zone, and calculating a two-dimensional location of the object in the detection zone based on the detector outputs and the particular angle, wherein neighboring sensor modules monitor different detection zones, and a processor receiving outputs from each sensor module and mapping the object location in multiple detection zones over time.
Puzzle device
Disclosed are puzzle devices for production of one or more puzzles. The puzzle devices can include a body and at least one input device. The body can include a plurality of panels, each panel configured to display one or more visual indicators. The at least one input device can include a plurality of panels, each panel configured to display a visual indicator. The at least one input device can move relative to the body to align one or more panels of the input device with one or more panels of the body. The body can further include a plurality of visual output devices configured to generate visual indicators on the plurality of panels of the body.
Game scrapbook system, game scrapbook method, and computer readable recording medium recording program for implementing the method
A game scrapbook system associated with a game progress includes: a data table setting setup information by recording at least one game environment associated with a generation of a predetermined event signal; an event signal generation unit generating the event signal when a game environment according to a game progress corresponds to at least a portion of the setup information; an image capturing unit, in response to the event signal, capturing a game image to generate game image information; and an image transmission unit transmitting the generated game image information to a remote location in a network using a network address.
Methods for Cloud Based Game Streaming and Setting Data Rates Between Remote Clients and Servers
A computer-implemented method for online game streaming is provided. One example method includes receiving a request from a remote client to access a user account. The user account identifies information regarding the user and digital content available for the user to access from the remote client. The request is received over an Internet connection at a hosting service that includes one or more servers and the digital content including a video game. The method includes receiving selection of the game by the hosting service from the remote client and initiating, by the hosting service, a data rate test of the remote client. The data rate test is configured to identify a maximum available data rate between the remote client and one or more servers of the hosting service. The data rate test includes gradually increasingly the data rate and then gradually decreasing the data rate to identify an active data rate for streaming interactive content of the video game. The method also includes assigning the remote client to a server and setting the compression level to attain the active data rate having packet loss and latency that is within a predefined acceptable level.
Hosting and Broadcasting Virtual Events Using Streaming Interactive Video
Methods for and operating a service and systems are provided. One method includes executing one or more video games on one or more servers of a service. The one or more video games are played or used by one or more users on one or more client devices remote to the service via compressed streaming interactive video. The compressed streaming interactive video is sent to the one or more client devices where decompression of the compressed streaming interactive video is preformed to display video of each of said one or more video games and said one or more servers are configured to receive user control input to driver interactivity with said one or more video games. The method includes broadcasting the one or more video games as one or more streams of compressed streaming interactive video to enable one or more viewing client devices to view said one or more video games over the Internet. Each of the one or more viewing client devices receives one or more of the streams of compressed streaming interactive video. The method includes overlaying with the streams of compressed streaming interactive video, audio from one or more of the viewing client devices, such that the audio is included in the broadcasting of the one or more video games. And, adjusting a compression rate for said broadcasting to each of said viewing client devices based on a respective connection performance each of said viewing client devices has with respect to said one or more servers of the service.
OPTICAL PROXIMITY SENSORS
- Stefan Johannes Holmgren ,
- Sairam Iyer ,
- Tom Richard Berglind ,
- Karl Erik Patrik Nordström ,
- Lars Bertil Sparf ,
- Per Carl Sture Rosengren ,
- Erik Anders Claes Rosengren ,
- John Elis Gösta Karlsson ,
- Björn Thomas Eriksson ,
- Björn Alexander Jubner ,
- Remo Behdasht ,
- Simon Greger Fellin ,
- Robin Kjell ÅMAN ,
- Joseph Shain
A sensor including multiple sensor modules and a processor, each sensor module including lenses, light detectors, each detector positioned along the image plane of a lens so as to receive maximum light intensity when light enters the lens at a particular angle, light emitters, each emitter being positioned in relation to a lens so as to project light into a detection zone, an activating unit synchronously co-activating each emitter with at least one of the detectors, and a calculating unit receiving outputs from the detectors corresponding to amounts of projected light reflected by an object in the detection zone to the detectors, and calculating a two-dimensional location of the object in the detection zone based on the detector outputs and the particular angle, wherein neighboring modules monitor different detection zones, and the processor receiving outputs from the sensor modules and mapping the object location in multiple detection zones over time.
Toy interactive method and device
Disclosed is a toy interactive method and device. The method comprises: a medium sample is collected and reference sample information of the medium sample is generated; a playing content of a medium being played is collected; characteristic information of the collected playing content is extracted; the extracted characteristic information is matched with the reference sample information to obtain a matching result; according to the obtained matching result, a to-be-played content that is to be played after a predetermined time period in the medium being played is predicted; and according to the predicted to-be-played content, a toy is driven to synchronously execute an interactive content corresponding to the to-be-played content at a corresponding time point after the predetermined time period. Through the toy interactive method and device, the technical problem is solved.
Optical proximity sensors
- Stefan Johannes Holmgren ,
- Sairam Iyer ,
- Tom Richard Berglind ,
- Karl Erik Patrik Nordström ,
- Lars Bertil Sparf ,
- Per Carl Sture Rosengren ,
- Erik Anders Claes Rosengren ,
- John Elis Gösta Karlsson ,
- Björn Thomas Eriksson ,
- Björn Alexander Jubner ,
- Remo Behdasht ,
- Simon Greger Fellin ,
- Robin Kjell ÅMAN ,
- Joseph Shain
A proximity sensor, including a housing, an array of lenses mounted in the housing, an array of alternating light emitters and light detectors mounted in the housing, each detector being positioned along the image plane of a respective one of the lenses so as to receive maximum light intensity when light enters the lens at a particular angle, an activating unit mounted in the housing and connected to the emitters and detectors, synchronously co-activating each emitter with at least one of the detectors, each activated emitter projecting light out of the housing along a detection plane, and a processor receiving outputs from the detectors corresponding to amounts of projected light reflected by an object in the detection plane to the detectors, and calculating a two-dimensional location of the object in the detection plane based on the detector outputs and the particular angle.
Multi-platform gaming systems and methods
A multi-media interactive play system has a number of play elements situated in a variety of play environments or play media. The play elements are linked to a common record of participant performance, progress, character attributes, etc. The participant's performance in the play elements determines the play elements to which the participant may proceed as well as the play parameters of the play element in which the participant is currently involved. The play elements are thus interlinked to define a sequence or path network along which the participant advances. By advancing through the play elements the participant carries out a plot, story, theme, etc. that attaches a significance to the successful completion of a given play element or elements. Also disclosed in a variety of play elements suitable for use in the system, an example of a plot or theme that may be carried out by the system, and a send/receive radio frequency network that may be used to track play participants in a play center.
Hosting and Broadcasting Virtual Events Using Streaming Interactive Video
Methods for hosting and operating a service and systems are provided. One method includes executing one or more video games on one or more servers of a hosting service. The one or more video games are played or used by one or more users on one or more client devices remote to the hosting service via compressed streaming interactive video. The compressed streaming interactive video is sent to the one or more client devices where decompression of the compressed streaming interactive video is preformed to display video of each of said one or more video games and said one or more servers are configured to receive user control input to driver interactivity with said one or more video games. The method includes broadcasting the one or more video games as one or more streams of real-time compressed digital video to enable one or more viewing client devices to view play of said one or more video games over the Internet. Each of the one or more viewing client devices receives one or more of the streams of real-time compressed digital video. The method includes overlaying with the streams of real-time compressed digital video, audio from one or more of the viewing client devices, such that the audio is included in the broadcasting of the one or more video games. And, adjusting a compression rate for said broadcasting to each of said viewing client devices based on a respective connection performance each of said viewing client devices has with respect to said one or more servers of the hosting service.