Patent classifications
A63F13/573
Spatial augmentation
An apparatus including circuitry configured for: obtaining media content, wherein the media content includes at least one object data; obtaining priority content information, the priority content information including a priority identification identifying and classifying the at least one object; rendering the at least one object based on the priority content information.
INDICATING AN OFF-SCREEN TARGET
In one method, device data including an orientation of a targeting device is received in a computing system. Target coordinates of the targeting device as projected onto a field-of-view of a display device are then located based on the device data. Pursuant to locating the target coordinates within a predefined margin, a target graphic indicating the target coordinates is superposed onto the field-of-view. Pursuant to locating the target coordinates outside of the predefined margin, an off-target graphic is superposed onto the field-of-view and aligned to a display perimeter of the display device.
Highlight moment identification technology in volumetric content creation systems
Method, systems and apparatuses may provide for technology that extracts one or more motion features from filtered position data associated with a projectile in a game and identifies a turning point in a trajectory of the projectile based on the one or more motion features. The technology may also automatically designate the turning point as a highlight moment if one or more of the turning point or the trajectory satisfies a proximity condition with respect to a target area in the game.
System and Method for Individual Player and Team Simulation
A computing system retrieves historical event data for a plurality of games in a league. The historical event data includes (x,y) coordinates of players within each game and game context data. The computing system learns one or more attributes of each team in each game and each player on each team in each game. The computing system receives a request to simulate a play in a historical game. The request includes substituting a player that was in the play with a target player that was not in the play. The computing system simulates the play with the target player in place of the player based on the one or more attributes learned by the computing system. The computing system generates a graphical representation of the simulation.
System and Method for Individual Player and Team Simulation
A computing system retrieves historical event data for a plurality of games in a league. The historical event data includes (x,y) coordinates of players within each game and game context data. The computing system learns one or more attributes of each team in each game and each player on each team in each game. The computing system receives a request to simulate a play in a historical game. The request includes substituting a player that was in the play with a target player that was not in the play. The computing system simulates the play with the target player in place of the player based on the one or more attributes learned by the computing system. The computing system generates a graphical representation of the simulation.
VIRTUAL AIMING CONTROL
A virtual aiming control method is provided. In the method, a recoil offset for an aim point of a virtual item is obtained when a shooting operation is performed by the virtual item. A scatter offset for the aim point of the virtual item is determined based on the obtained recoil offset for the aim point of the virtual item. An aim point offset for the aim point of the virtual item is determined based on the obtained recoil offset for the aim point of the virtual item and the determined scatter offset for the aim point of the virtual item. The aim point of the virtual item is shifted based on the aim point offset.
VIRTUAL AIMING CONTROL
A virtual aiming control method is provided. In the method, a recoil offset for an aim point of a virtual item is obtained when a shooting operation is performed by the virtual item. A scatter offset for the aim point of the virtual item is determined based on the obtained recoil offset for the aim point of the virtual item. An aim point offset for the aim point of the virtual item is determined based on the obtained recoil offset for the aim point of the virtual item and the determined scatter offset for the aim point of the virtual item. The aim point of the virtual item is shifted based on the aim point offset.
VIRTUAL OBJECT CONTROL METHOD AND APPARATUS, DEVICE, STORAGE MEDIUM, AND PROGRAM PRODUCT
This application provides a virtual object control method performed by a computer device. The method includes: displaying a virtual object in a virtual scene region of a first level; in response to a task execution instruction for the virtual object, controlling the virtual object to perform a task corresponding to the first level in the virtual scene region; when the virtual object completes the task, displaying level identifiers of at least two second levels adjacent to the first level; in response to an interaction instruction for a target level identifier in the level identifiers of the at least two second levels, controlling the virtual object to perform an interaction operation on the target level identifier; and when the interaction operation is completed, controlling the virtual object to move to a virtual scene region of a second level corresponding to the target level identifier.
IMAGE PROCESSING APPARATUS, IMAGE PROCESSING METHOD, AND PROGRAM
There is provided an image processing apparatus, an image processing method, and a program capable of detecting an obstacle in a virtual space that is not present in a real space. The image processing apparatus includes a detection unit that detects an obstacle in a virtual space with respect to a virtual camera based on camera position and attitude information identified based on device position and attitude information indicating a position and an attitude in the real space of an imaging device for capturing an image of the virtual space, the camera position and attitude information indicating a position and an attitude of the virtual camera in the virtual space associated with the real space. The present technology can be applied to, for example, image processing for a virtual camera system.
STORAGE MEDIUM, INFORMATION PROCESSING APPARATUS, INFORMATION PROCESSING SYSTEM, AND GAME PROCESSING METHOD
An example of an information processing system controls an action by a player character object in a virtual space in response to an action instruction based on an operation input. When the player character object performs the action, the information processing system defines a hit detection area used for defining whether the action has hit another object other than the player character object at a position that is determined based on the position and the orientation of the player character object in the virtual space, and expands the hit detection area in the depth direction of a virtual camera. If the expanded hit detection area is in contact with the other object, the information processing system performs a process based on the action against the other object.