Patent classifications
A63F13/424
MULTI-PLAYER GAME
A method comprising: providing a three dimensional computer generated environment for a multi-player combat video game; providing a controllable character for each player of the multi-player combat video game to control in the three dimensional computer generated environment; selecting one of a plurality of stored pieces of music, wherein each stored piece of music has pre-determined timing data representative of a time of one or more changes in at least one characteristic of the stored piece of music; providing said selected piece of music to each player of the multi-player game as the players play the multi-player combat video game; modifying one or more aspects of the multi-player combat video game in response to the one or more changes in at least one characteristic of the provided piece of music, wherein the one or more aspects of the multi-player combat video game comprises at least one of: a) a scoring system; b) one or more properties or elements of the virtual environment thereby to change an accessible area of the environment; c) an environmental condition of the three dimensional computer generated environment.
Haptic effect conversion system using granular synthesis
A system is provided that converts an input, such as audio data, into one or more haptic effects. The system applies a granular synthesis algorithm to the input in order to generate a haptic signal. The system subsequently outputs the one or more haptic effects based on the generated haptic signal. The system can also shift a frequency of the input, and also filter the input, before the system applies the granular synthesis algorithm to the input.
Virtual instrument playing scheme
Technologies are generally described for a virtual instrument playing system. In some examples, a virtual instrument playing system may include a sensor data receiving unit configured to receive first sensor data of a first user and second sensor data of the first user, a sound event prediction unit configured to detect a sound event of the first user and to predict a sound generation timing corresponding to the sound event of the first user based at least in part on the first sensor data of the first user, an instrument identification unit configured to identify a virtual instrument corresponding to the sound event from one or more virtual instruments based at least in part on the second sensor data of the first user, a sound data generation unit configured to generate sound data of the first user regarding the identified virtual instrument based at least in part on the sound generation timing, and a video data generation unit configured to generate video data of the first user regarding the identified virtual instrument based at least in part on the second sensor data of the first user.
Virtual instrument playing scheme
Technologies are generally described for a virtual instrument playing system. In some examples, a virtual instrument playing system may include a sensor data receiving unit configured to receive first sensor data of a first user and second sensor data of the first user, a sound event prediction unit configured to detect a sound event of the first user and to predict a sound generation timing corresponding to the sound event of the first user based at least in part on the first sensor data of the first user, an instrument identification unit configured to identify a virtual instrument corresponding to the sound event from one or more virtual instruments based at least in part on the second sensor data of the first user, a sound data generation unit configured to generate sound data of the first user regarding the identified virtual instrument based at least in part on the sound generation timing, and a video data generation unit configured to generate video data of the first user regarding the identified virtual instrument based at least in part on the second sensor data of the first user.
Multi-image interactive gaming device
An image capture device includes: a housing; a first camera defined along a front surface of the housing; a first camera controller configured to control the first camera to capture images of an interactive environment during user interactivity at a first exposure setting; a second camera defined along the front surface of the housing; a second camera controller configured to control the second camera to capture images of the interactive environment during the user interactivity at a second exposure setting lower than the first exposure setting, the captured images from the second camera being analyzed to identify and track an illuminated object in the interactive environment.
Customizable, adaptable, multiuser computer-based role-playing method and apparatus therefor
Game client, game server, Web application server, and database server including database with data representative of a virtual world. Game client or server, or both, includes motifs, motif manager, character manager, scenes-a-faire manager, and display manager coupled to display, all in communication with game manager, and pseudorandomizer, which can instigate changing of a motif. Motifs are representative of a game character or environment. A user interface has mass sensor, accelerometer, haptic device, first device for visual input, output, or both, second device for audio input, output, or both, and tactile sensor, effector or both. Included may be automatic translator, or TTS/STT module. The online game can be virtual world representative of at least two of a northern continent, a western continent, a southern continent, a central continent, and an eastern continent. Methods provide game client, game server, and a database that manipulate character or environment motifs and scenes-a-faire.
Customizable, adaptable, multiuser computer-based role-playing method and apparatus therefor
Game client, game server, Web application server, and database server including database with data representative of a virtual world. Game client or server, or both, includes motifs, motif manager, character manager, scenes-a-faire manager, and display manager coupled to display, all in communication with game manager, and pseudorandomizer, which can instigate changing of a motif. Motifs are representative of a game character or environment. A user interface has mass sensor, accelerometer, haptic device, first device for visual input, output, or both, second device for audio input, output, or both, and tactile sensor, effector or both. Included may be automatic translator, or TTS/STT module. The online game can be virtual world representative of at least two of a northern continent, a western continent, a southern continent, a central continent, and an eastern continent. Methods provide game client, game server, and a database that manipulate character or environment motifs and scenes-a-faire.
VIDEO GAME GUIDANCE SYSTEM
A game guide system, method, and apparatus are provided. A system for providing computer simulated game guidance content, comprising a game guide database, a game objectives database, a network connector configured to communicate with a plurality of user devices over a network, and a control circuit. The control circuit is configured to receive a game guide request from a user, receive an audio segment recorded from a game by a user device associated with the user, identify the game and a game objective from the game objectives database based on the audio segment, select a content item in the game guide database based on the game objective, and provide the content item to the user.
Interactive gaming system
An interactive gaming system for a user suffering tinnitus. The system comprises a game machine configured to provide a game scenario in which the user's performance in the game scenario is based on the user's response to audio cue arrangements comprising a combination of sounds, and where at least one of the sounds has one or more sound characteristics, that are configured based on one or more sound characteristics of the user's perceived tinnitus. The system further comprises an audio delivery device or devices that are driven by the game machine to present the audio cue arrangements to the user in accordance with the game scenario and a user interface in signal communication with the game machine and which is operable by a user to interact with the game scenario by responding to the audio cue arrangements.
Interactive gaming system
An interactive gaming system for a user suffering tinnitus. The system comprises a game machine configured to provide a game scenario in which the user's performance in the game scenario is based on the user's response to audio cue arrangements comprising a combination of sounds, and where at least one of the sounds has one or more sound characteristics, that are configured based on one or more sound characteristics of the user's perceived tinnitus. The system further comprises an audio delivery device or devices that are driven by the game machine to present the audio cue arrangements to the user in accordance with the game scenario and a user interface in signal communication with the game machine and which is operable by a user to interact with the game scenario by responding to the audio cue arrangements.