A63F13/285

Gaming accessory with sensory feedback device

A method that incorporates teachings of the subject disclosure may include, for example, receiving, by a device comprising a processor, a first signal from a motion-sensitive component of the device; receiving, by the device, a second signal from a touch-sensitive interface of the device, detecting, by the device, from a combined signal comprising the first signal and the second signal, a selection of a portion of the device; and causing, by the device, a sensory feedback generator to provide a feedback signal in accordance with the combined signal. The feedback signal may comprise an audible sound, a visual effect, a tactile effect, or any combination thereof. Additional embodiments are disclosed.

Head mounted display

A head mounted display (HMD) is provided. The HMD includes a housing and a view port of the housing. The view port has a screen for rendering an augmented reality scene. Included is a communications device for exchanging streaming data over a network. A depth camera integrated in the housing and oriented to capture depth data of an environment in front of the housing is included. A processor is configured to use the depth data captured by the depth camera to identify spatial positioning of real objects in the environment. A real object is rendered into the augmented reality scene, and the real object is tracked such that insertion of augmented reality objects are placed in coordination with movements of the real object shown in the augmented reality scene. The real object captured by the depth camera is the environment where a user wearing the HMD is located.

Head mounted display

A head mounted display (HMD) is provided. The HMD includes a housing and a view port of the housing. The view port has a screen for rendering an augmented reality scene. Included is a communications device for exchanging streaming data over a network. A depth camera integrated in the housing and oriented to capture depth data of an environment in front of the housing is included. A processor is configured to use the depth data captured by the depth camera to identify spatial positioning of real objects in the environment. A real object is rendered into the augmented reality scene, and the real object is tracked such that insertion of augmented reality objects are placed in coordination with movements of the real object shown in the augmented reality scene. The real object captured by the depth camera is the environment where a user wearing the HMD is located.

Video game controller

A video game controller can include a body with a top surface and a bottom surface, multiple control inputs (e.g., thumbsticks, directional pads, buttons), and a face plate removably coupleable to the body over the top surface so that the plurality of control inputs extend through the face plate. One or more of the multiple control inputs are removable and replaceable without the use of tools by decoupling the face plate from the body and decoupling the control input from the body without disassembling the body.

Video game controller

A video game controller can include a body with a top surface and a bottom surface, multiple control inputs (e.g., thumbsticks, directional pads, buttons), and a face plate removably coupleable to the body over the top surface so that the plurality of control inputs extend through the face plate. One or more of the multiple control inputs are removable and replaceable without the use of tools by decoupling the face plate from the body and decoupling the control input from the body without disassembling the body.

Vector-space framework for evaluating gameplay content in a game environment

A media system employs techniques to create a framework for evaluating gameplay content in a vector-space. These techniques include monitoring frames for content streams that correspond to gameplay in a game environment, determining feature-values for features associated with the frames, mapping the content streams to position vectors in the vector-space based on the feature-values, and assigning a set of position vectors in the vector-space to an area in the game environment based on a relative proximity of the set of position vectors in the vector-space.

Information handling system controller adaptive haptic feedback
11590417 · 2023-02-28 · ·

A portable information handling system interacts with haptic devices of a game controller though a direct wired interface when the game controller couples to opposing sides of the information handling system and through a wireless interface when the game controller couples to a bridge having a wired interface to communicate with the game controller and a wireless interface to communicate with the information handling system. The haptic devices provide a first haptic response associated with a desired vibration for a weight of game controller and information handling system when the game controller couples directly to the information handling system, and a second haptic response associated with the desired vibration for a weight of the game controller and bridge when the game controller couples directly to the bridge for wireless communication with the information handling system.

Information handling system controller adaptive haptic feedback
11590417 · 2023-02-28 · ·

A portable information handling system interacts with haptic devices of a game controller though a direct wired interface when the game controller couples to opposing sides of the information handling system and through a wireless interface when the game controller couples to a bridge having a wired interface to communicate with the game controller and a wireless interface to communicate with the information handling system. The haptic devices provide a first haptic response associated with a desired vibration for a weight of game controller and information handling system when the game controller couples directly to the information handling system, and a second haptic response associated with the desired vibration for a weight of the game controller and bridge when the game controller couples directly to the bridge for wireless communication with the information handling system.

TERMINAL VIBRATION EVALUATION METHOD AND APPARATUS IN GAME SCENARIO, MEDIUM, AND DEVICE

The present disclosure provides a terminal vibration evaluation method performed by an electronic device. The method includes: acquiring an actual vibration curve of a target terminal when a target game scenario is displayed; acquiring a predefined vibration description file associated with the target game scenario, and determining a predefined vibration curve according to the predefined vibration description file; determining target deviation data between the actual vibration curve and the predefined vibration curve; and determining, according to the target deviation data, whether vibration of the target terminal matches the target game scenario. The present disclosure provides a measurement solution used for determining whether terminal vibration matches a game scenario (for example, a game sound and a game picture), which helps improve a matching degree between terminal vibration and the game scenario, thereby improving a sense of substitution of the game and a sense of immersion of a player.

TERMINAL VIBRATION EVALUATION METHOD AND APPARATUS IN GAME SCENARIO, MEDIUM, AND DEVICE

The present disclosure provides a terminal vibration evaluation method performed by an electronic device. The method includes: acquiring an actual vibration curve of a target terminal when a target game scenario is displayed; acquiring a predefined vibration description file associated with the target game scenario, and determining a predefined vibration curve according to the predefined vibration description file; determining target deviation data between the actual vibration curve and the predefined vibration curve; and determining, according to the target deviation data, whether vibration of the target terminal matches the target game scenario. The present disclosure provides a measurement solution used for determining whether terminal vibration matches a game scenario (for example, a game sound and a game picture), which helps improve a matching degree between terminal vibration and the game scenario, thereby improving a sense of substitution of the game and a sense of immersion of a player.