Patent classifications
A63F13/424
Robotic Sport Games
The Robotic/Electronic/Computer programmed sport games are an all sports 3-D portable game that sits on a table and is looked down upon as if looking into a stadium and can be played by two or more players. This game has all the well known sports programmed into the game and is controlled by touch screen, controller or by voice command. The game is selected at the beginning and has all the effects as if being at a live game.
Systems and methods to provide audible output based on section of content being presented
A device provides audible output pertaining to audio video (AV) content such as a video game based on a section of the AV content that is being presented.
Systems and methods to provide audible output based on section of content being presented
A device provides audible output pertaining to audio video (AV) content such as a video game based on a section of the AV content that is being presented.
Mediating multiplayer electronic game sessions
An environment includes one or more clients, a game mediator server, and a game server connected by a network. The clients include a game mediator and a game. The game server executes game playing sessions of the games. The game mediator server and the game mediators form a game mediation infrastructure to mediate game playing sessions. For example, the game mediation infrastructure creates “lobbies” for game playing sessions and enables clients connected to lobbies to communicate with one another. The games receive interactions at the client and communicate with the game server to impact execution of game playing sessions. The game mediator server sends deep links to clients, e.g., to initiate game installation, or to start the game at a particular portion of the game. The game mediation infrastructure may also enrich gameplay by customizing gameplay and/or the lobby, e.g. based on events that occur during execution of the game playing session, or locations of the clients.
Mediating multiplayer electronic game sessions
An environment includes one or more clients, a game mediator server, and a game server connected by a network. The clients include a game mediator and a game. The game server executes game playing sessions of the games. The game mediator server and the game mediators form a game mediation infrastructure to mediate game playing sessions. For example, the game mediation infrastructure creates “lobbies” for game playing sessions and enables clients connected to lobbies to communicate with one another. The games receive interactions at the client and communicate with the game server to impact execution of game playing sessions. The game mediator server sends deep links to clients, e.g., to initiate game installation, or to start the game at a particular portion of the game. The game mediation infrastructure may also enrich gameplay by customizing gameplay and/or the lobby, e.g. based on events that occur during execution of the game playing session, or locations of the clients.
VOICE USER INTERFACE PROCESSING METHOD AND RECORDING MEDIUM
A voice user interface processing method executed by an information processing device, the voice user interface processing method includes determining whether a first portion of words set in advance is uttered by a player, executing a first process that corresponds to the words before the words are uttered to an end of the words in a case that it is determined that the first portion of the words is uttered, determining whether the words are uttered by the player to the end of the words in parallel to an execution of the first process, and executing a second process based on a result of determining whether the words are uttered to the end of the words.
VOICE USER INTERFACE PROCESSING METHOD AND RECORDING MEDIUM
A voice user interface processing method executed by an information processing device, the voice user interface processing method includes determining whether a first portion of words set in advance is uttered by a player, executing a first process that corresponds to the words before the words are uttered to an end of the words in a case that it is determined that the first portion of the words is uttered, determining whether the words are uttered by the player to the end of the words in parallel to an execution of the first process, and executing a second process based on a result of determining whether the words are uttered to the end of the words.
Voice control for virtual reality platform
Disclosed herein are system, method, and computer program product embodiments for incorporating a voice command from a user into a game. An embodiment operates by receiving real-time context data of a game and a voice command from a user of the game. After receipt, the voice command is parsed and a particular module of a plurality of modules containing static context data of the game is identified based on the parsed voice command. Based on the parsed voice command and the static context data of the game, a preliminary outcome is determined. The preliminary outcome and real-time game context data is then provided to determine a preliminary action and a final action different from the preliminary action, wherein the final action is to be incorporated into the game.
Voice control for virtual reality platform
Disclosed herein are system, method, and computer program product embodiments for incorporating a voice command from a user into a game. An embodiment operates by receiving real-time context data of a game and a voice command from a user of the game. After receipt, the voice command is parsed and a particular module of a plurality of modules containing static context data of the game is identified based on the parsed voice command. Based on the parsed voice command and the static context data of the game, a preliminary outcome is determined. The preliminary outcome and real-time game context data is then provided to determine a preliminary action and a final action different from the preliminary action, wherein the final action is to be incorporated into the game.
Communication with in-game characters
A system for coordinating reactions of a virtual character with script spoken by a player in a video game or presentation, comprising an internet-connected server executing software and streaming video games or presentations to a player's computerized device. The system senses start of a dialogue between the player and the virtual character, displays a script for the player on a display of the computerized platform, prompts the player to speak the script. A timer then starts, or the system tracks an audio stream of the spoken script, determines where the player is in the script by the timer or the audio stream, and causes specific actions and responses of the virtual character according to pre-programmed association of actions and responses of the character to points of time or specific variations in the audio stream.