A63F2300/532

Guest management in an online multi-player virtual reality game
11052319 · 2021-07-06 · ·

A guest management method and system for an online multi-player virtual reality environment or social networking site. A network interface receives guest access requests from guest clients and input data from a plurality of remotely-located clients. The input data is operative to control avatars associated with the clients in a modeled virtual reality environment. A memory holds program instructions for determining whether the guest access is associated with a member client. If the guest access request is associated with the member client, then the guest client is allowed to access the virtual reality environment via a guest avatar. The guest avatar's movements in the virtual reality environment are restricted based on a location of a member avatar controlled by the associated member client. For example, the guest avatar may only be permitted to move within an area that is bounded by a perimeter about the member avatar.

SYSTEMS AND METHODS FOR USING REDUCED HOPS TO GENERATE AN AUGMENTED VIRTUAL REALITY SCENE WITHIN A HEAD MOUNTED SYSTEM
20210220730 · 2021-07-22 ·

Systems and methods for using reduced hops to generate an augmented virtual reality scene in a head mounted display. The head mounted display is used for game play via a game cloud system. The head mounted display includes a communications circuit for sending real-world media associated with a game program via a network. The real-world media is processed by the game cloud system and streamed directly from the communications circuit to the game cloud system. The head mounted display further includes a game processing circuit coupled to the communications circuit. The game processing circuit is used for decoding computer-generated interactive media received from the game cloud system via the network. The game processing circuit drives a portion of interactivity associated with the game program by superimposing the computer-generated interactive media on the real-world media. The computer-generated interactive media is generated based on the real-world media.

Non-transitory computer-readable storage medium, terminal device, and information processing system
11097191 · 2021-08-24 · ·

A non-transitory computer-readable storage medium storing a program configured to cause a terminal device to execute a game in communication with a server device, the program includes: a first storing step of receiving from the server device at least one token generated and stored in the server device to store the token in a terminal storage unit; a transmitting step of transmitting to the server device information-to-be-transmitted including an updating instruction of game data of a user and encrypted information obtained by encrypting information-to-be-encrypted at least including the token; and a deleting step of deleting the token stored in the terminal storage unit, wherein the updating instruction includes a first instruction to update the game data stored in the server device when the token extracted by decrypting the encrypted information and the token stored in the server device are matched.

Information Processing System, Information Processing Apparatus, Computer-Readable Storage Medium Having Stored Therein Information Processing Program, and Information Processing Method
20210197091 · 2021-07-01 ·

A plurality of game apparatuses function as a master, a client, and an audience. The master and the client register each other by performing therebetween an authentication process. The authentication process is not performed between the master and the audience. The audience receives a beacon from the master and registers the master in an own apparatus while the audience is not registered in the master. The master and the client execute a predetermined program, exchanging data by communicating with each other. The audience receives the data exchanged between the master and the client, and executes the predetermined program using the received data, thereby watches a game which is progressed between the master and the client, as a spectator.

Saving and restoring virtual machine states and hardware states for application content

The present disclosure relates to devices, methods, and computer-readable medium for saving and restoring physical hardware states and virtual machine (VM) states for an application actively being executed on a virtual machine by a user on a computer device. The devices, methods, and computer-readable medium may allow a user to suspend a current state of an application session and save the VM and memory state to persistent storage, and later resume the execution of the saved application session by reading the state back into memory and restoring the VM state.

Position-based decision to provide service

A service may be provided to a set of people when the people satisfy a proximity criterion. In one example, that set of people comprises users of a particular application and/or registrants with a particular system. A location monitor may determine people's location based on position data received from those people's devices (which may be obtained pursuant to appropriate permission in order to respect the device owners' interest in privacy). When the location monitor determines, based on people's positions, that a proximity criterion has been satisfied, the location monitor may cause a service to be provided that would not otherwise have been provided if the proximity criterion had not been satisfied. By providing additional service when a proximity criterion is satisfied, a reward in the virtual world is used to encourage people to gather in the physical world.

Information processing system, information processing apparatus, computer-readable storage medium having stored therein information processing program, and information processing method
10981068 · 2021-04-20 · ·

A plurality of game apparatuses function as a master, a client, and an audience. The master and the client register each other by performing therebetween an authentication process. The authentication process is not performed between the master and the audience. The audience receives a beacon from the master and registers the master in an own apparatus while the audience is not registered in the master. The master and the client execute a predetermined program, exchanging data by communicating with each other. The audience receives the data exchanged between the master and the client, and executes the predetermined program using the received data, thereby watches a game which is progressed between the master and the client, as a spectator.

Systems and methods for using reduced hops to generate an augmented virtual reality scene within a head mounted system
10974136 · 2021-04-13 · ·

Systems and methods for using reduced hops to generate an augmented virtual reality scene in a head mounted display. The head mounted display is used for game play via a game cloud system. The head mounted display includes a communications circuit for sending real-world media associated with a game program via a network. The real-world media is processed by the game cloud system and streamed directly from the communications circuit to the game cloud system. The head mounted display further includes a game processing circuit coupled to the communications circuit. The game processing circuit is used for decoding computer-generated interactive media received from the game cloud system via the network. The game processing circuit drives a portion of interactivity associated with the game program by superimposing the computer-generated interactive media on the real-world media. The computer-generated interactive media is generated based on the real-world media.

Systems and methods for using shared user inventory information to initiate a peer-to-peer exchange of a non-fungible digital asset
10984400 · 2021-04-20 · ·

Systems and methods for using shared user inventory information to initiate peer-to-peer exchanges of digital assets that are usable within an online gaming platform are disclosed. Exemplary implementations may: receive a sharing request for information regarding a first user inventory; access a blockchain to obtain asset information; transfer the asset information in response to the sharing request; receive an offer request for the transfer of ownership of a first digital asset from a first user to a second user; if the offer according to the offer request is accepted, receive a transfer request and transfer the ownership of the first digital asset as requested.

SAVING AND RESTORING VIRTUAL MACHINE STATES AND HARDWARE STATES FOR APPLICATION CONTENT

The present disclosure relates to devices, methods, and computer-readable medium for saving and restoring physical hardware states and virtual machine (VM) states for an application actively being executed on a virtual machine by a user on a computer device. The devices, methods, and computer-readable medium may allow a user to suspend a current state of an application session and save the VM and memory state to persistent storage, and later resume the execution of the saved application session by reading the state back into memory and restoring the VM state.