A63F13/422

METHOD AND APPARATUS FOR DISPLAYING AIMING MARK

This disclosure relates to a method and apparatus for displaying an aiming mark. The method may include displaying a level interface. The level interface displays a master virtual character and at least two candidate virtual characters in a virtual environment. A candidate virtual character represents a virtual character to being aimed at by an aiming mark. The aiming mark is for marking an aimed target of the master virtual character during shooting. The method may further include displaying the aiming mark on a first virtual character of the at least two candidate virtual characters, and switching to display the aiming mark on a second virtual character of the at least two candidate virtual characters in response to a switching operation on the aimed target.

Continuously habituating elicitation strategies for social-engineering-attacks (CHESS)

Described is a system for continuously predicting and adapting optimal strategies for attacker elicitation. The system includes a global bot controlling processor unit and one or more local bot controlling processor units. The global bot controlling processor unit includes a multi-layer network software unit for extracting attacker features from diverse, out-of-band (OOB) media sources. The global controlling processing unit further includes an adaptive behavioral game theory (GT) software unit for determining a best strategy for eliciting identifying information from an attacker. Each local bot controlling processor unit includes a cognitive model (CM) software unit for estimating a cognitive state of the attacker and predicting attacker behavior. A generative adversarial network (GAN) software unit predicts the attacker's strategies. The global bot controlling processor unit and the one or more local bot controlling processor units coordinate to predict the attacker's next action and use the prediction to disrupt an attack.

SYSTEMS, METHODS, AND MEDIA FOR PROVIDING ENVIRONMENT INFORMATION TO VISUALLY IMPAIRED PERSONS
20230034352 · 2023-02-02 ·

Mechanisms for providing environment information to a visually impaired person (VIP) are provided, the mechanisms including: receiving information relating to a direction from a VIP when in an environment using at least one hardware processor; identifying at least one object in the direction from the VIP when in the environment; and providing environment information regarding at least one object to the VIP. In some of these embodiments, the environment is a virtual environment. In some of these embodiments, the information relating to the direction is a bearing relative to a reference from the VIP. In some of these embodiments, the information is image data. In some of these embodiments, the method further comprises: determining that the direction has changed; and stopping providing the environment information in response to determining that the direction has changed.

Game tendency analysis system, and computer program and analysis method

In a game tendency analysis system applied to a game in that a plurality of players compete against each other using an aggregate of a plurality of physical game media, and analyzing a tendency related to constitution of the aggregate used in the game, at least a part of the game media included in an aggregate, which is constituted to be used in the game by each player, is identified, an identification result thereof is separately recorded, as constitution example information which indicates a constitution example of the aggregate, in predetermined constitution example data for each of the aggregates, and a frequent-use media group, which is a combination of game media included in the aggregate with a relatively high frequency, is estimated as an element representing at least a part of the tendency, based on the constitution example data.

Placement of user information in a game space
11478706 · 2022-10-25 · ·

The generation, association, and display of in-game tags are disclosed. Such tags introduce an additional dimension of community participation to both single and multiplayer games. Through such tags, players are empowered to communicate through filtered text messages and images as well as audio clips that other game players, including top rated players, have generated and placed at particular coordinates and/or in context of particular events within the game space. The presently described in-game tags and associated user generated content further allow for label based searches with respect to game play.

VIRTUAL AIMING CONTROL

A virtual aiming control method is provided. In the method, a recoil offset for an aim point of a virtual item is obtained when a shooting operation is performed by the virtual item. A scatter offset for the aim point of the virtual item is determined based on the obtained recoil offset for the aim point of the virtual item. An aim point offset for the aim point of the virtual item is determined based on the obtained recoil offset for the aim point of the virtual item and the determined scatter offset for the aim point of the virtual item. The aim point of the virtual item is shifted based on the aim point offset.

Aim Assist Method for Electronic Games
20230078466 · 2023-03-16 ·

A method for aim assist in electronic games is disclosed. The method comprises receiving a manipulation input from a user for moving the crosshair to different positions in the game environment, receiving a firing input from the user, executing an attack action in response to receiving the firing input from the user, and determining whether the crosshair is within the targeting area at the time of executing the attack action. In response to determining that the crosshair is within the targeting area at the time of executing the attack action, the method provides a computer-controlled input to adjust a position of the crosshair towards an auto-aim position on the target as the target moves from a first position to a second position in the game environment, wherein the executed attack action is directed in accordance with the adjusted position of the crosshair.

Aim Assist Method for Electronic Games
20230078466 · 2023-03-16 ·

A method for aim assist in electronic games is disclosed. The method comprises receiving a manipulation input from a user for moving the crosshair to different positions in the game environment, receiving a firing input from the user, executing an attack action in response to receiving the firing input from the user, and determining whether the crosshair is within the targeting area at the time of executing the attack action. In response to determining that the crosshair is within the targeting area at the time of executing the attack action, the method provides a computer-controlled input to adjust a position of the crosshair towards an auto-aim position on the target as the target moves from a first position to a second position in the game environment, wherein the executed attack action is directed in accordance with the adjusted position of the crosshair.

CONTROLLING A VIRTUAL VEHICLE USING AUXILIARY CONTROL FUNCTION

A method for controlling a virtual vehicle includes displaying, on a graphical user interface, a virtual vehicle in a virtual environment, and controlling the virtual vehicle to drive in the virtual environment in response to a control operation input into the graphical user interface. The method further includes determining whether movement of the virtual vehicle in the graphical user interface based on the control operation meets a predefined condition, and, in response to a determination that the movement of the virtual vehicle in response to the control operation meets the predefined condition, controlling the virtual vehicle independently of the control operation to move away from a road boundary.

Information processing apparatus, information processing method, program, and information processing system for reinforcing target behavior

There is provided information processing apparatuses, information processing methods, programs, and information processing systems capable of reinforcing the reinforcement target behavior without causing the user's consciousness. A quest is presented for urging a user to execute a reinforcement target behavior, and when the user executes the reinforcement target behavior upon the request, an electroencephalogram is measured, emotion is estimated on the basis of the electroencephalogram, and when the number of times that dominant emotion having the highest emotion score among emotion of the emotion estimation results is detected exceeds a predetermined number of times, an avatar is changed corresponding to the emotion that is detected as the dominant emotion. The present disclosure can be applied to long-term feedback technology.