Patent classifications
A63F13/327
Devices, methods, and graphical user interfaces for depth-based annotation
While displaying playback of a first portion of a video in a video playback region, a device receives a request to add a first annotation to the video playback. In response to receiving the request, the device pauses playback of the video at a first position in the video and displays a still image that corresponds to the first, paused position of the video. While displaying the still image, the device receives the first annotation on a first portion of a physical environment captured in the still image. After receiving the first annotation, the device displays, in the video playback region, a second portion of the video that corresponds to a second position in the video, where the first portion of the physical environment is captured in the second portion of the video and the first annotation is displayed in the second portion of the video.
GAME PROGRAM, GAME CONTROLLING METHOD, AND INFORMATION PROCESSING APPARATUS
A game program causes a computer to set, if it is determined that a point based on a first action of the character of each of an own player and another player is greater than or equal to a predetermined value, a specific period from a time when an instruction to input a second action has been first accepted from the own player or the other player as a cooperation accepting period, to accept the instruction to input the second action up to a maximum number of times set for each cooperation player from a cooperation player other than the player who has instructed input of the second action, among the own player and the other player, during the cooperation accepting period, and to vary an effect of the second action in accordance with the number of times of the instruction to input the second action.
GAME PROGRAM, GAME CONTROLLING METHOD, AND INFORMATION PROCESSING APPARATUS
A game program causes a computer to set, if it is determined that a point based on a first action of the character of each of an own player and another player is greater than or equal to a predetermined value, a specific period from a time when an instruction to input a second action has been first accepted from the own player or the other player as a cooperation accepting period, to accept the instruction to input the second action up to a maximum number of times set for each cooperation player from a cooperation player other than the player who has instructed input of the second action, among the own player and the other player, during the cooperation accepting period, and to vary an effect of the second action in accordance with the number of times of the instruction to input the second action.
EXTENDED-REALITY PROJECTILE-FIRING GAMING SYSTEM AND METHOD
An extended-reality projectile-firing gaming system includes a projectile-firing device, a battlefield object configured to detect impact of projectiles thereon, a network configured to provide communication and control connectivity in accordance with at least one protocol to the projectile-firing device and the wearable device, and an extended-reality gaming application. The application controls the projectile-firing device and the wearable device, receives projectile-firing device data from the projectile-firing device, receives battlefield object data from a battlefield object, the battlefield object data indicating that an impact occurred on the battlefield object, and the time the battlefield object was impacted, and updates gaming metric data to indicate a successful impact of the fired projectile on the battlefield object and a successful hit by the projectile-firing device on the battlefield object when the time the impact occurred on the battlefield object and the time the projectile was fired occur within a predetermined time period.
Single radio switching between multiple wireless links
A computing device (such as a computer gaming console) uses only a single radio to concurrently communicate with a wireless network access point and wireless client devices such as game controllers or peripherals. To establish and maintain both a high-throughput link with the access point, and a low-latency link with the client device(s), the single Wi-Fi radio of the computing device is configured to periodically switch between a channel used for the high-throughput link and a different channel that is used for the low-latency link—thus implementing a combination of frequency division multiplexing (FDM) and time division multiplexing (TDM). The console may use aspects of the Wi-Fi protocol standard to ensure that periodically switching its single radio between the two channels is accomplished while maintaining reliable communication on both channels.
Single radio switching between multiple wireless links
A computing device (such as a computer gaming console) uses only a single radio to concurrently communicate with a wireless network access point and wireless client devices such as game controllers or peripherals. To establish and maintain both a high-throughput link with the access point, and a low-latency link with the client device(s), the single Wi-Fi radio of the computing device is configured to periodically switch between a channel used for the high-throughput link and a different channel that is used for the low-latency link—thus implementing a combination of frequency division multiplexing (FDM) and time division multiplexing (TDM). The console may use aspects of the Wi-Fi protocol standard to ensure that periodically switching its single radio between the two channels is accomplished while maintaining reliable communication on both channels.
Game controller operable in bluetooth low energy (BLE) mode
A handheld video game controller is operable in Bluetooth Low Energy (BLE) mode to allow for sending controller input data to a target BLE device in a manner that bypasses any operating system (OS) restrictions that might otherwise be imposed on game controller input. When operating in the BLE mode, the handheld video game controller pairs (establishes a radio link) with a BLE device executing a client application used for video game streaming. During gameplay, the video game executes on a host computer and the player provides user input to the game controller to control an aspect of the video game. In response to such user input, the game controller sends controller input data to the BLE device via a radio of the game controller. The player may switch between operating the game controller in BLE mode and receiver mode using input gestures on the game controller.
COMMUNICATION DEVICES AND METHODS
To enable fast beam tracking and/or low latency a first communication device comprising a sensing circuitry configured to sense motion of the first communication device and to generate motion information representing the sensed motion, the motion information comprising rotation information indicating rotation and/or orientation of the first communication device, and a communication circuitry configured to transmit the motion information to a second communication device within a layer of a hierarchical layer model lower than a transport layer. A second communication device comprises a communication circuitry configured to receive motion information from a first communication device within a layer of a hierarchical layer model lower than a transport layer.
Video game overlay
A video server is configured to provide streaming video to players of computer games over a computing network. The video server can provided video of different games to different players simultaneously. This is accomplished by rendering several video streams in parallel using a single GPU (Graphics Processing Unit). The output of the GPU is provided to graphics processing pipelines that are each associated with a specific client/player and are dynamically allocated as needed. A client qualifier may be used to assure that only clients capable of presenting the streaming video to a player at a minimum level of quality receive the video stream. Video frames provided by the video server optionally include overlays added to the output of the GPU. These overlays can include voice data received from another game player.
Video game overlay
A video server is configured to provide streaming video to players of computer games over a computing network. The video server can provided video of different games to different players simultaneously. This is accomplished by rendering several video streams in parallel using a single GPU (Graphics Processing Unit). The output of the GPU is provided to graphics processing pipelines that are each associated with a specific client/player and are dynamically allocated as needed. A client qualifier may be used to assure that only clients capable of presenting the streaming video to a player at a minimum level of quality receive the video stream. Video frames provided by the video server optionally include overlays added to the output of the GPU. These overlays can include voice data received from another game player.