A63F13/217

DEVICE FOR THE IMPLEMENTATION OF SERIOUS GAMES FOR THE PREVENTION AND/OR TREATMENT OF MENTAL DISORDERS
20220028291 · 2022-01-27 ·

Provided is a device for the implementation of serious games, i.e. for the presentation of digital games, which do not serve the purpose of entertainment, but the mediation of therapeutic content in the form of images, films, colors, sounds, etc., but may well contain such elements, for the treatment of mental disorders, whereby an authentic and credible, but also entertaining learning experience is the focus of interest in order to achieve a therapeutic result.

Theme parks, esports and portals
20210339123 · 2021-11-04 ·

Theme parks host visitors' games, watched by remote viewers (esports). Games are played on visitors' phones. A game can involve searching for clues indoors and outdoors. A game can be played at night for a live daytime audience. Parks have portals simulating sending items between parks. An item is put into a portal, copies appear at other portals. An item is put into a portal, items of other types appear at multiple portals. An item is put into a portal, a copy appears at a randomly picked portal. A portal gets an item representing a young individual (eg. kitten), an item representing an older individual (eg. cat) appears at another portal. Visitors and viewers can join teams. A team can span different parks. A portal can be controlled by a team.

Theme parks, esports and portals
20210339123 · 2021-11-04 ·

Theme parks host visitors' games, watched by remote viewers (esports). Games are played on visitors' phones. A game can involve searching for clues indoors and outdoors. A game can be played at night for a live daytime audience. Parks have portals simulating sending items between parks. An item is put into a portal, copies appear at other portals. An item is put into a portal, items of other types appear at multiple portals. An item is put into a portal, a copy appears at a randomly picked portal. A portal gets an item representing a young individual (eg. kitten), an item representing an older individual (eg. cat) appears at another portal. Visitors and viewers can join teams. A team can span different parks. A portal can be controlled by a team.

INTERACTIVE AUDIOVISUAL SYNCHRONIZATION FOR VENUES

Exemplary venues allow for members of an audience at different locations within these venues to simultaneously interact with an interactive content. The interactive content can convey one or more requisite actions to be performed by the members of the audience. However, the one or more requisite actions can reach members of the audience at different instances in time. These exemplary venues can effectively compensate for these different instances in time such that the accuracy and/or the synchronization of one or more response actions, which are performed by the members of the audience in response to the one or more requisite actions, can be characterized as no longer being dependent upon their distance from the interactive content. Rather, the accuracy and/or the synchronization of the one or more response actions by the members of the audience to the one or more requisite actions can be considered as being related to the performance, for example, timing, of the one or more response actions themselves.

INTERACTIVE AUDIOVISUAL SYNCHRONIZATION FOR VENUES

Exemplary venues allow for members of an audience at different locations within these venues to simultaneously interact with an interactive content. The interactive content can convey one or more requisite actions to be performed by the members of the audience. However, the one or more requisite actions can reach members of the audience at different instances in time. These exemplary venues can effectively compensate for these different instances in time such that the accuracy and/or the synchronization of one or more response actions, which are performed by the members of the audience in response to the one or more requisite actions, can be characterized as no longer being dependent upon their distance from the interactive content. Rather, the accuracy and/or the synchronization of the one or more response actions by the members of the audience to the one or more requisite actions can be considered as being related to the performance, for example, timing, of the one or more response actions themselves.

Automotive entertainment applications

An apparatus for entertaining an entertainee in a passenger vehicle includes an infotainment system having an automotive assistant that executes a spatially-cognizant entertainment application that interacts with the entertainee. In doing so, the automotive assistant receives information about the vehicle's environment from peripheral devices connected to the infotainment system. This provides the entertainment application with spatial intelligence that it then uses while interacting with the entertainee.

Automotive entertainment applications

An apparatus for entertaining an entertainee in a passenger vehicle includes an infotainment system having an automotive assistant that executes a spatially-cognizant entertainment application that interacts with the entertainee. In doing so, the automotive assistant receives information about the vehicle's environment from peripheral devices connected to the infotainment system. This provides the entertainment application with spatial intelligence that it then uses while interacting with the entertainee.

Methods of Transmitting and Receiving Additional SIB1-NB Subframes in a NB-IoT Network
20230149802 · 2023-05-18 ·

According to certain embodiments, a method performed by a network node comprises transmitting a transmission of system information. The transmission comprises coded bins obtained by reading from a circular buffer. The transmission is transmitted in a first set of subframes corresponding to subframes #4 of a plurality of radio frames. The method further comprises transmitting an additional transmission of the system information. The additional transmission comprises additional coded bits obtained by continuing reading from the circular buffer. The additional transmission is transmitted in a second set of subframes corresponding to subframes of the plurality of radio frames other than subframes #4.

Methods of Transmitting and Receiving Additional SIB1-NB Subframes in a NB-IoT Network
20230149802 · 2023-05-18 ·

According to certain embodiments, a method performed by a network node comprises transmitting a transmission of system information. The transmission comprises coded bins obtained by reading from a circular buffer. The transmission is transmitted in a first set of subframes corresponding to subframes #4 of a plurality of radio frames. The method further comprises transmitting an additional transmission of the system information. The additional transmission comprises additional coded bits obtained by continuing reading from the circular buffer. The additional transmission is transmitted in a second set of subframes corresponding to subframes of the plurality of radio frames other than subframes #4.

GAMING KIT
20230149801 · 2023-05-18 ·

A gaming kit, including a drawn sheet and an application, for running on a hand-held computer including a camera, where the application includes at least one task, and where the task and accomplishment thereof are applicable by aiming the camera to at least a first zone of the sheet, for indicating at least one drawing of the first zone.