A63F13/424

REQUESTING ASSISTANCE BASED ON USER STATE

Assistance may be provided to a first user of a first device by monitoring sensors of the first device and providing assistance via a character presented by the device. Sensor data, such as audio, video, or biometric data, may be transmitted to a server, and a server may process the sensor data to determine a state of the first user. The server may determine to request assistance based on the state of the first user. The server may then send a request to a second device of a second user to guide the character presented by the first device. The second user may then provide assistance to the first user by guiding the character presented by the first device.

NATURAL LANGUAGE DIALOG SYSTEM FOR VIDEO GAME INTERACTION

A video game system provides dialog responses based on a natural language model (NLM). The NLM is a language model that receives a language input, such as a dialog selection, audio recording, or natural language text input provided by a user of the video game system. In response to the language input, and based on a corpus of natural language candidate lines, the NLM identifies one or more potential responses. The video game system selects a final response from the identified potential responses and provides the selected response to the user via, for example, one or more display frames or via an audio output.

NATURAL LANGUAGE DIALOG SYSTEM FOR VIDEO GAME INTERACTION

A video game system provides dialog responses based on a natural language model (NLM). The NLM is a language model that receives a language input, such as a dialog selection, audio recording, or natural language text input provided by a user of the video game system. In response to the language input, and based on a corpus of natural language candidate lines, the NLM identifies one or more potential responses. The video game system selects a final response from the identified potential responses and provides the selected response to the user via, for example, one or more display frames or via an audio output.

SYSTEMS AND METHODS FOR TRAINING A MODEL TO DETERMINE A TYPE OF ENVIRONMENT SURROUNDING A USER
20230173387 · 2023-06-08 ·

A method for determining an environment in which a user is located is described. The method includes receiving a plurality of sets of audio data based on sounds emitted in a plurality of environments. Each of the plurality of environments has a different combination of objects. The method further includes receiving input data regarding the plurality of environments, and training an artificial intelligence (AI) model based on the plurality of sets of audio data and the input data. The method includes applying the AI model to audio data captured from an environment surrounding the first user to determine a type of the environment.

Dynamic Adjustment of Game Controller Sensitivity Based On Audio Analysis
20230166189 · 2023-06-01 ·

An electronic device may receive audio during play of a game on a game console over a network. The electronic device may detect one or more sounds during the monitoring of the audio. The electronic device may control, based on the detected one or more sounds, operation of a game controller that interacts with the game during play. The controlling of the operation of the game controller may comprise adjusting sensitivity of the game controller. The electronic device may determine directionality of the detected one or more sounds and adjust the sensitivity of the game controller based on the determined directionality of the detected one or more sounds. The electronic device may increase and/or decrease the sensitivity of the game controller in response to changes in the determined directionality of the detected one or more sounds.

Dynamic Adjustment of Game Controller Sensitivity Based On Audio Analysis
20230166189 · 2023-06-01 ·

An electronic device may receive audio during play of a game on a game console over a network. The electronic device may detect one or more sounds during the monitoring of the audio. The electronic device may control, based on the detected one or more sounds, operation of a game controller that interacts with the game during play. The controlling of the operation of the game controller may comprise adjusting sensitivity of the game controller. The electronic device may determine directionality of the detected one or more sounds and adjust the sensitivity of the game controller based on the determined directionality of the detected one or more sounds. The electronic device may increase and/or decrease the sensitivity of the game controller in response to changes in the determined directionality of the detected one or more sounds.

VIRTUAL AND REAL OBJECT RECORDING IN MIXED REALITY DEVICE
20220057985 · 2022-02-24 · ·

A virtual image generation system for use by an end user comprises memory, a display subsystem, an object selection device configured for receiving input from the end user and persistently selecting at least one object in response to the end user input, and a control subsystem configured for rendering a plurality of image frames of a three-dimensional scene, conveying the image frames to the display subsystem, generating audio data originating from the at least one selected object, and for storing the audio data within the memory.

VIRTUAL AND REAL OBJECT RECORDING IN MIXED REALITY DEVICE
20220057985 · 2022-02-24 · ·

A virtual image generation system for use by an end user comprises memory, a display subsystem, an object selection device configured for receiving input from the end user and persistently selecting at least one object in response to the end user input, and a control subsystem configured for rendering a plurality of image frames of a three-dimensional scene, conveying the image frames to the display subsystem, generating audio data originating from the at least one selected object, and for storing the audio data within the memory.

Rating interface for behavioral impact assessment during interpersonal interactions

A rating interface system and method are provided that allow human users to continuously rate the impact they or other human users and/or their avatars are having on themselves or others during interpersonal interactions, such as conversations or group discussions. The system and method provide time stamping of users' ratings data and audio and video data of an interaction, and correlate the ratings data with the audio and video data at selected time intervals for subsequent analysis.

Method and system for a headset with profanity filter

A gaming headset receives a plurality of audio channels comprising game audio channels and a chat audio channel during play of a particular game. The gaming headset monitors the received audio channels for predefined words that are associated with particular sounds in a data structure, and in response to detecting predefined words, filters out at least a portion of the detected predefined words from the received plurality of audio channels. The monitoring compares sounds on the received audio channels with the particular sounds in the data structure and also performs signal analysis on the audio channels during game play to detect the occurrence of the predefined words. The filtering mutes one or more of the plurality of audio channels so that the detected occurrence of the one of the predefined words is not output via speakers of the gaming headset.