Patent classifications
A63F13/424
AUTOMATIC IN-GAME SUBTITLES AND CLOSED CAPTIONS
An approach is provided for a gaming overlay application to provide automatic in-game subtitles and/or closed captions for video game applications. The overlay application accesses an audio stream and a video stream generated by an executing game application. The overlay application processes the audio stream through a text conversion engine to generate at least one subtitle. The overlay application determines a display position to associate with the at least one subtitle. The overlay application generates a subtitle overlay comprising the at least one subtitle located at the associated display position. The overlay application causes a portion of the video stream to be displayed with the subtitle overlay.
INFORMATION PROCESSING SYSTEM, RECORDING MEDIUM, AND INFORMATION PROCESSING METHOD
To provide a mechanism capable of suppressing long-term progress of a decline.
An information processing system including: an acquisition unit configured to acquire user-related information concerning a user; a learning unit configured to learn a normal state of the user on the basis of the user-related information; and an output control unit configured to, when an abnormal state of the user is detected by referring the acquired user-related information to the learned normal state, exert control so as to provide a task for suppressing the detected abnormal state.
ELECTRONIC EQUIPMENT
Provided is electronic equipment capable of suppressing a change in sound quality output from a speaker. An operating device (10) (electronic equipment) has a speaker (2) with a terminal section P, a frame (50) (storage member), and an elastic member (3). The frame (50) has a wall section (52) that defines at least part of a storage chamber A that stores the speaker (2). An opening (53) from which the sounds from the speaker (2) are output is formed in the wall section (52). The elastic member (3) supports a lower surface of the speaker (2), is arranged at a position avoiding the terminal section P of the speaker (2), and presses the speaker (2) against an edge (54) of the opening (53).
METHOD AND SYSTEM FOR REMEMBERING ACTIVITIES OF PATIENTS WITH PHYSICAL DIFFICULTIES AND MEMORIES OF THE DECEASED ON METAVERSE PLATFORM
There are provided a method and a system for operating a metaverse platform, which operate to remember activities of patients with physical difficulties and memories of the deceased. According to an embodiment of the disclosure, a metaverse platforming operating system includes: a data collection unit configured to collect image and voice data of a user; a voice and image correction module configured to correct an image and a voice of the user by inputting the collected image and voice data to a trained AI model; an avatar generation module configured to generate a virtual avatar reflecting a facial image of the user in a metaverse, based on the corrected image; and an avatar action control module configured to control an action of the generated avatar according to an inputted input signal. Accordingly, patients, family, and acquaintances may smoothly communicate with patients with physical difficulties in a metaverse virtual world, and may remember memories of the deceased by communicating with the avatar of the deceased.
Improvised guitar simulation
The present disclosure is directed at methods, apparatus and systems for implementing an improvised guitar playing feature on a rhythm-action game. The improvised guitar playing feature allows players to manipulate a guitar controller to produce a pleasing, musical-sounding improvised play even if the players have little experience or skill at improvising music. This feature uses quantized 8.sup.th and 16.sup.th note musical phrases, or “licks”, strung together to form authentic, melodic, and rhythmically musical and impressive guitar lines, regardless of the player's ability. The improvised guitar playing feature can also display cues directing the player to improvise in a certain manner, while still providing players a degree of musical freedom in selecting how to play. In some embodiments, the present disclosure is also directed at scoring mechanisms for evaluating improvised guitar play.
AUTOMATIC AUDIO ATTENUATION ON IMMERSIVE DISPLAY DEVICES
Examples disclosed herein relate to controlling volume on an immersive display device. One example provides a near-eye display device comprising a sensor subsystem, a logic subsystem, and a storage subsystem storing instructions executable by the logic subsystem to receive image sensor data from the sensor subsystem, present content comprising a visual component and an auditory component, while presenting the content, detect via the image sensor data that speech is likely being directed at a wearer of the near-eye display device, and in response to detecting that speech is likely being directed at the wearer, attenuate an aspect of the auditory component.
INFORMATION PROCESSING APPARATUS, INFORMATION PROCESSING METHOD, AND COMPUTER PROGRAM
An information processing apparatus includes: a storage block configured to store at least one of a correlation between a pattern of a vibration detected on a head-mounted display as a result of a predetermined contact action and a type of data processing and a correlation between a pattern of an image outputted from an image-taking apparatus, the outputting being caused by a predetermined gesture action, and a type of data processing; an acquisition block configured to acquire at least one of information related with the detected vibration and the outputted image; and a data processing block configured to, according to each of the correlations stored in the storage block, execute at least one of data processing of the type corresponding to the detected vibration and data processing of the type corresponding to the outputted image.
AUTOMATIC CLASSIFICATION AND REPORTING OF INAPPROPRIATE LANGUAGE IN ONLINE APPLICATIONS
In various examples, game session audio data - e.g., representing speech of users participating in the game - may be monitored and/or analyzed to determine whether inappropriate language is being used. Where inappropriate language is identified, the portions of the audio corresponding to the inappropriate language may be edited or modified such that other users do not hear the inappropriate language. As a result, toxic behavior or language within instances of gameplay may be censored - thereby enhancing the user experience and making online gaming environments safer for more vulnerable populations. In some embodiments, the inappropriate language may be reported - e.g., automatically - to the game developer or game application host in order to suspend, ban, or otherwise manage users of the system that have a proclivity for toxic behavior.
FACILITATING RHYTHM-BASED USER INPUT WITH ENHANCED FEEDBACK AND AUDIO TRACKS
Aspects of the disclosure relate generally to computer software and musical gameplay elements. More specifically, aspects of the disclosure provide a method of using multiple musical tracks of varying intensity based on well-timed user inputs and/or player advancement in a rhythm-based video game. Other aspects of the disclosure relate to techniques to improve player on beat inputs in a rhythm-based video game.
FACILITATING RHYTHM-BASED USER INPUT WITH ENHANCED FEEDBACK AND AUDIO TRACKS
Aspects of the disclosure relate generally to computer software and musical gameplay elements. More specifically, aspects of the disclosure provide a method of using multiple musical tracks of varying intensity based on well-timed user inputs and/or player advancement in a rhythm-based video game. Other aspects of the disclosure relate to techniques to improve player on beat inputs in a rhythm-based video game.