Patent classifications
A63F2300/305
GAZE-BASED COORDINATION OF VIRTUAL EFFECTS INDICATORS
A method and system for providing gaze-based generation of virtual effects indicators correlated with directional sounds is disclosed. Gaze data is tracked via a camera associated with a client device to identify a point of focus within a three-dimensional virtual environment towards which one or both eyes of the player are focused. When the point of focus indicated by the gaze data when the point of focus does not move towards the source location within the three-dimensional virtual environment when the directional sound is received indicates that a virtual effect indicator associated with the directional sound type of the indicated directional sound is should be generated.
COOPERATIVE AND COACHED GAMEPLAY
Methods and systems for cooperative or coached gameplay in virtual environments are disclosed. Memory may store a content control profile regarding a set of control input associated with an action in a virtual environment of a digital content title. A request may be received from a set of one or more users associated with different source devices regarding cooperative gameplay of the digital content title. At least one virtual avatar may be generated for an interactive session of the digital content title in response to the request. A plurality of control inputs may be received from the plurality of different source devices and combined into a combination set of control inputs. Generating the combination set of control input may be based on the content control profile. Virtual actions associated with the virtual avatar may be controlled within the virtual environment in accordance with the combination set of control inputs.
Human vision-empowered 3D scene analysis tools
Aspects and embodiments disclosed herein include a computational approach to automatically generate a wayfinding design for a given environment. To use aspects and embodiments of the disclosed computational approach, a designer specifies all the navigation scenarios likely to be taken by the users. A wayfinding design is then generated to accommodate the needs of all the scenarios while considering a number of desirable factors relevant to the navigation experience and management convenience. Through agent-based simulations, the locations of the wayfinding signs are further refined by considering visibility and robustness with respect to the possible mistakes made by the users throughout their navigation. After generating a wayfinding design, the designer can gain further insights of the design by visualizing the accessibility of a destination from any other locations in the environment and remove any blind zones by adding more signs and re-triggering the optimization.
Player-Tracking Video Game
A rhythm-based video game (“game”) is disclosed. In the game, a player slashes blocks representing musical beats using a pair of energy blades resembling a lightsaber. A gaming console renders multiple digital objects, e.g., digital blocks, digital mines and digital obstacles, that are approaching a player in a virtual space. The gaming console also renders a digital representation of an instrument, e.g., a lightsaber (“digital saber”), using which the player slashes, cuts or otherwise interacts with the digital blocks to cause a digital collision between the digital saber and the digital blocks. The player can score by slashing the digital blocks, not hitting the digital mines and avoiding the digital obstacles. The game presents the player with a stream of approaching digital objects in synchronization with music, e.g., a song's beats, being played in the game. The pace at which the digital blocks approach the player increases with the beats.
Player-tracking video game
A rhythm-based video game (“game”) is disclosed. In the game, a player slashes blocks representing musical beats using a pair of energy blades resembling a lightsaber. A gaming console renders multiple digital objects, e.g., digital blocks, digital mines and digital obstacles, that are approaching a player in a virtual space. The gaming console also renders a digital representation of an instrument, e.g., a lightsaber (“digital saber”), using which the player slashes, cuts or otherwise interacts with the digital blocks to cause a digital collision between the digital saber and the digital blocks. The player can score by slashing the digital blocks, not hitting the digital mines and avoiding the digital obstacles. The game presents the player with a stream of approaching digital objects in synchronization with music, e.g., a song's beats, being played in the game. The pace at which the digital blocks approach the player increases with the beats.
COMMUNICATION SYSTEM, METHOD FOR CONTROLLING COMMUNICATION SYSTEM, AND PROGRAM
In a communication system including a server and a plurality of communication terminals capable of communication with the server, based on a variety of parameters indicating the status of a space formed within a game playable by the user of each communication terminal over the communication system, the server transmits advisory information, which suggests the next action for the space, to the communication terminal. The communication terminal displays a screen including the received advisory information.
Fitness Training System for Merging Energy Expenditure Calculations from Multiple Devices
Systems and methods for prompting a user to perform an exercise and monitoring the exercise are provided. Multiple independent sensors or sensor systems may be used to calculate energy expenditure. Various criteria may be used to manually or automatically select the independent sensor or sensor system or combination that will be used with the energy expenditure calculations.
Creation of game-based scenes
A method is given for providing a visualization of a scene corresponding to game play. The method includes steps of receiving at a visualization server information about a scene corresponding to game play at a client computer, receiving additional information about the scene at the visualization server; and constructing a visualization at the visualization server based on the scene, the constructing based at least in part on the received information and the received additional information. In another embodiment, the visualization may be composed by the user rather than being a scene corresponding to game play. In a further embodiment, a method is given for providing a visualization of a scene corresponding to game play, including: receiving at a visualization server information about a scene corresponding to game play at a client; modifying the scene information; and constructing a visualization at the visualization server based on the modified scene information.
INFORMATION PROCESSING DEVICE AND INFORMATION PROCESSING METHOD
An information processing device (10) includes an extraction unit (18C) and an output control unit (18D). The extraction unit (18C) extracts a specific situation of a content whose situation changes according to an action of a user based on an action model of the user. The output control unit (18D) outputs advice information regarding the specific situation.
Second-person avatars
The claimed subject matter relates to an architecture that can provide for a second-person avatar. The second-person avatar can rely upon a second-person-based perspective such that the avatar is displayed to appear to encompass all or portions of a target user. Accordingly, actions or a configuration of the avatar can serve as a model or demonstration for the user in order to aid the user in accomplishing a particular task. Updates to avatar activity or configuration can be provided by a dynamic virtual handbook. The virtual handbook can be constructed based upon a set of instruction associated with accomplishing the desired task and further based upon features or aspects of the user as well as those of the local environment.