Patent classifications
A63F13/537
Gesture-Based Skill Search
A map regarding one or more virtual actions may be stored in memory. The virtual actions may be associated with a set of data associated with performing a corresponding action in a real-world environment. Data regarding a action by a user in the real-world environment may be captured. A current progress level of the user within the virtual environment is identified. The current identified progress level is associated with one or more available virtual actions. The captured data may correspond to an identified one of the available virtual actions based on a match between the captured data and the set of data associated with the identified virtual action as indicated by the map. A search of one or more databases for instructions corresponding to the identified virtual action is initiated.
Gesture-Based Skill Search
A map regarding one or more virtual actions may be stored in memory. The virtual actions may be associated with a set of data associated with performing a corresponding action in a real-world environment. Data regarding a action by a user in the real-world environment may be captured. A current progress level of the user within the virtual environment is identified. The current identified progress level is associated with one or more available virtual actions. The captured data may correspond to an identified one of the available virtual actions based on a match between the captured data and the set of data associated with the identified virtual action as indicated by the map. A search of one or more databases for instructions corresponding to the identified virtual action is initiated.
DYNAMIC GAME INTERVENTION
Systems and methods for determining excessive motions or strained positions based on inputs associated with gameplay of game titles. A game intervention server may evaluate, based on learning models, posture, and physical motions of players for repetitive, unbalanced, or excessive motions, as well as gameplay quality patterns, and compare to thresholds for identifying unhealthy conditions. The game intervention server may make recommendations regarding breaks, stretches, warm-up/cool-down, curbing extended periods of play, etc. Notifications may be overlaid on screen with option to pause play without exiting game session. In-game events and requirements may also be adjusted based on learned insights to avoid excessive movement or counteract unbalanced movement.
DYNAMIC GAME INTERVENTION
Systems and methods for determining excessive motions or strained positions based on inputs associated with gameplay of game titles. A game intervention server may evaluate, based on learning models, posture, and physical motions of players for repetitive, unbalanced, or excessive motions, as well as gameplay quality patterns, and compare to thresholds for identifying unhealthy conditions. The game intervention server may make recommendations regarding breaks, stretches, warm-up/cool-down, curbing extended periods of play, etc. Notifications may be overlaid on screen with option to pause play without exiting game session. In-game events and requirements may also be adjusted based on learned insights to avoid excessive movement or counteract unbalanced movement.
Augmented reality placement for user feedback
Methods and systems are provided for generating augmented reality (AR) scenes where the AR scenes include one or more artificial intelligence elements (AIEs) that are rendered as visual objects in the AR scenes. The method includes generating an AR scene for rendering on a display; the AR scene includes a real-world space and virtual objects projected in the real-world space. The method includes analyzing a field of view into the AR scene; the analyzing is configured to detect an action by a hand of the user when reaching into the AR scene. The method includes generating one or more AIEs rendered as virtual objects in the AR scene, each AIE is configured to provide a dynamic interface that is selectable by a gesture of the hand of the user. In one embodiment, each of the AIEs is rendered proximate to a real-world object present in the real-world space; the real-world object is located in a direction of where the hand of the user is detected to be reaching when the user makes the action by the hand.
Augmented reality placement for user feedback
Methods and systems are provided for generating augmented reality (AR) scenes where the AR scenes include one or more artificial intelligence elements (AIEs) that are rendered as visual objects in the AR scenes. The method includes generating an AR scene for rendering on a display; the AR scene includes a real-world space and virtual objects projected in the real-world space. The method includes analyzing a field of view into the AR scene; the analyzing is configured to detect an action by a hand of the user when reaching into the AR scene. The method includes generating one or more AIEs rendered as virtual objects in the AR scene, each AIE is configured to provide a dynamic interface that is selectable by a gesture of the hand of the user. In one embodiment, each of the AIEs is rendered proximate to a real-world object present in the real-world space; the real-world object is located in a direction of where the hand of the user is detected to be reaching when the user makes the action by the hand.
Method and apparatus for prompting that virtual object is attacked, terminal, and storage medium
A method and an apparatus includes prompting that a virtual object is attacked. The method includes: displaying a user interface (UI) including a target virtual object located in a virtual environment. A being-attacked direction of the target virtual object is obtained. A display position of the being-attacked direction prompt information is obtained according to the being-attacked direction. The being-attacked direction prompt information is used for indicating the being-attacked direction. The being-attacked direction prompt information is displayed in the UI according to the display position. The being-attacked direction is prompted, and content of the being-attacked prompt is diversified.
METHOD AND APPARATUS FOR CONTROLLING VIRTUAL CHARACTER TO CAST SKILL, DEVICE, MEDIUM, AND PROGRAM PRODUCT
A method for controlling a virtual character to cast a skill includes: displaying a first virtual character and a skill control configured to cast a ranged skill; in response to detecting a trigger operation on the skill control: displaying a ranged skill indicator to indicate a casting range of the ranged skill based on a user control, the casting range having a first boundary point based on a location of the first virtual character and a second boundary point based on a location of the drag control. The method changes at least one of a shape and an area of the casting range in response to a drag operation on the drag control. The method allows a user to efficiently attack enemy virtual characters in accordance with a determination that locations of the enemy virtual characters are scattered, improving a processing efficiency of an electronic device.
METHOD AND APPARATUS FOR CONTROLLING VIRTUAL CHARACTER TO CAST SKILL, DEVICE, MEDIUM, AND PROGRAM PRODUCT
A method for controlling a virtual character to cast a skill includes: displaying a first virtual character and a skill control configured to cast a ranged skill; in response to detecting a trigger operation on the skill control: displaying a ranged skill indicator to indicate a casting range of the ranged skill based on a user control, the casting range having a first boundary point based on a location of the first virtual character and a second boundary point based on a location of the drag control. The method changes at least one of a shape and an area of the casting range in response to a drag operation on the drag control. The method allows a user to efficiently attack enemy virtual characters in accordance with a determination that locations of the enemy virtual characters are scattered, improving a processing efficiency of an electronic device.
Systems and methods for determining game level attributes based on player skill level prior to game play in the level
A system, a machine-readable storage medium storing instructions, and a computer-implemented method are described herein for a System Tuner for customizing a player's experience. The System Tuner calculates a player skill level for a player. The System Tuner modifies at least one attribute of a second game level based on the player skill level prior to game play of the player in the second game level. The System Tuner detects game play of the player in the second game level. The System Tuner identifies a difference between a current rate of progression of the player and a reference rate of progression. The System Tuner triggers the modified attribute of the second game according to an extent of the difference between the current rate of progression and the reference rate of progression.