Patent classifications
A63F13/655
METHOD FOR QUASI-RANDOM PLACEMENT OF VIRTUAL ITEMS IN AN EXTENDED REALITY (XR) SPACE
A method for quasi-random placement of a virtual item in an XR space includes: accessing a previously generated spatial mapping mesh (SMM) of the XR space; compiling a record from the SMM of open spaces between surfaces of physical elements in the XR space, with corresponding positions and dimensions; selecting from the open spaces: a spawn position for a virtual character, and a random set of other positions, filtering the random set to form a subset. The method then performs a collision analysis to assign a score to each position in the subset partly based on accessibility to that position for the virtual character beginning from the spawn position; and places the virtual item at a position in the subset having a score as high or higher than all other positions in the subset. The method is carried out before user interaction with any virtual element in the XR space.
SOCIAL NETWORKING BASED ON ASSET ITEMS
The present disclosure describes techniques for social networking based on collecting asset items. Features may be extracted from an image comprising an object. The object may be associated with a location. One or more pre-stored files may be determined based on the location. The one or more pre-stored files may each correspond to one or more objects proximate to the location. Each of the one or more pre-stored files may comprise data indicative of a corresponding object. The object may be recognized based on comparing the features extracted from the image with data comprised in the one or more pre-stored files. An asset item may be received in response to recognizing the object.
METHOD FOR INTERACTIVE PLOT JUMPING, METHOD FOR DISPLAYING INTERACTIVE PLOT INTERFACE, APPARATUS, AND DEVICE
This application discloses a method for interactive plot jumping, a method for displaying an interactive plot interface, an apparatus, and a device. The method includes obtaining current node information comprising a first plot path that reaches a current node and a plot parameter of the current node, the current node indicating a plot where a user is currently located; obtaining target node information in response to a plot jump instruction for a target node, the plot jump instruction instructing a plot to jump from the current node to the target node; performing path splicing on the first plot path and the historical plot path to obtain a spliced plot path that conforms to a plot logic rule and satisfies a plot parameter condition, the spliced plot path leading to the target node; and updating the plot parameter corresponding to the target node based on the spliced plot path.
Automatic multimedia production for performance of an online activity
A system is configured to receive player multimedia having live coverage of physical expressions or actions of a player in an online activity and activity multimedia of live participation in the online activity associated with one or more play accounts. In a near continuous fashion, the system is configured to select in real time, for each time point, one or more player items being portions of the player multimedia or one or more activity items being portions of the activity multimedia corresponding to the time point to form a composite item. The system is configured to further transmit in real time the composite item to one or more viewer accounts. The system is configured to then receive viewer data in response and produce future composite items based on the viewer data.
Video game streaming with dynamic range conversion
Conversion components may receive game video rendered in high-dynamic-range (HDR) and standard-dynamic-range (SDR) camera video of a game player. The conversion components may provide local video output to a local display and remote video output for network transmission to remote viewers. The SDR camera video may be converted to HDR and provided with HDR game video in the local video output. For HDR network transmission, the HDR game video and converted HDR camera video may be included in the remote video output. For SDR network transmission, the HDR game video may be converted to SDR and provided with the SDR camera video in the remote video output. The game video, camera video and other video feeds may have respective portals in the local and remote video outputs. The local and remote video outputs may have respective visual portal arrangements that may be at least partially different from one another.
Data hierarchy protocol for data transmission pathway selection
A dataflow hierarchy protocol is implemented by one or more devices to optimize how the one or more devices process datagrams for network communications. The dataflow hierarchy considers various available network pathways for dataflow. A device implementing the dataflow hierarchy selects one or more of the available network pathways to provide low latency in data communication with other devices. The device may sample various available network pathways to determine pathway metrics (e.g., latency) and select one or more network pathways based on the metrics. The available network pathways can include pathways through one or more intermediary nodes, such as pathways through a game server, pathways through a cell tower, and pathways through a network.
GAME EFFECT GENERATING METHOD AND APPARATUS, ELECTRONIC DEVICE, AND COMPUTER READABLE MEDIUM
Embodiments of the present disclosure provide a method and an apparatus for generating a game effect, an electronic device, and a computer-readable medium, and the method includes following steps: acquiring an effect setting operation of a user, the effect setting operation including a setting operation of a multimedia material, a setting operation of a scoring rule, and a setting operation of an ending rule; and generating a configuration file of a game effect according to the multimedia material, the scoring rule, and the ending rule. The configuration file is used to indicate presentation of the game effect on a target video; and during the presentation of the game effect, the multimedia material is presented on the target video, scoring is performed and displayed according to the scoring rule, and a game is over in a case that the ending rule is satisfied.
INFORMATION PROCESSING APPARATUS AND CONTROL METHOD
An information processing apparatus avoids interference of rays of light to be emitted from respective terminals for performing distance measurement, thereby preventing decrease in accuracy of depth information acquired through the distance measurement by each terminal. The information processing apparatus includes a first light emission unit configured to perform light emission of invisible light for performing distance measurement, a first acquisition unit configured to acquire depth information of a real space on the basis of the light emission by the first light emission unit, a control unit configured to control the light emission by the first light emission unit, and a communication unit. The communication unit performs communication with another information processing apparatus including a second light emission unit configured to perform light emission of invisible light for performing distance measurement and a second acquisition unit configured to acquire depth information of a real space on the basis of the light emission by the second light emission unit. The control unit performs control causing the first light emission unit to perform the light emission at a timing not overlapping a light emission timing of the second light emission unit, on the basis of the communication with the other information processing apparatus through the communication unit.
Systems and Methods for Guiding Actors Using a Motion Capture Reference System
The specification discloses methods and systems for enabling users to configure one or more actuators in data communication with a user's computing device and positioned on a prop to generate and deliver feedback to a motion capture actor engaged with the prop. At least one graphical interface in the computing device is configured to enable the user to configure occurrence of at least one event during a scene, associate a time and duration of occurrence to the at least one event within an overall duration of the scene, select the prop, assign the at least one event and the associated time and duration of occurrence to at least one actuator on the prop, configure at least one parameter for the feedback, and activate the at least one actuator to generate and deliver the feedback to the actor in response to an occurrence of the at least one event.
Augmenting virtual reality video games with friend avatars
Methods and systems are provided for augmenting a video game with an image of a real world person. One example method includes executing the video game at a server. The video game is played by a user via a user device. The method includes identifying a generic spectator within the video game. The method includes determining virtual coordinates associated with the generic spectator. The method includes receiving, at the server, data associated with the image of the real world person. The data is usable to display at least part of the image of the real world person within the video game. The method includes inserting said at least part of the image of the real world person into the video game at the virtual coordinates associated with the generic spectator. The method includes streaming video to the user device. The video includes said at least part of the image of the real world person. The identifying of the generic spectator includes selecting the generic spectator from a plurality of generic spectators based on a level of visibility of the generic spectator has with respect to a point of view of the user when playing the video game.