Patent classifications
A63F2300/5526
Video game processing apparatus and video game processing program
Video game processing apparatuses, media, and methods are provided for controlling progress of a video game. Player character related information is stored in a memory and changes in accordance with progress of the video game. Initial area information is stored in the memory and indicates an initial state of each of a plurality of areas. Updated area information is stored in the memory and indicates a progress status of the video game in each of the areas. The updated area information is updated in accordance with the progress of the video game. It is determined whether to use the initial area information or the updated area information corresponding to a selected area in response to an operation of the player character. The game is progressed in the selected area using a corresponding one of the initial area information and the updated area information.
Display virtual objects within predefined geofence or receiving of unique code from closest beacon
Systems and methods for publication of virtual objects are described. Systems and methods for accessing real world object associated virtual object data, location or geofence information and object criteria, generating a virtual object using the virtual object data; storing data specifying an association between the real world object associated virtual object, location or geofence information and the object criteria; detect that a client device of the server has conducting scanning or augmented reality (AR) scanning or taken a photograph or provide a raw photo or scanned data from particular real world object location; identifying or recognizing an object in the photograph or scanned data; and based on the identified object satisfying the object criteria associated with the virtual object in the stored data, display or provide the virtual object and associated data including virtual money to the client device. In another embodiment providing a game having a virtual world geography that correspondences the real world geography, as a result, as the player continuously moves about or navigates in a range of coordinates in the real world, the player also continuously moves about in a range of coordinates in the real world map or virtual world and responsive to the client device being within a predefined geofence boundary or a set distance of the location of the business in the real world; receiving, by the game server, augmented reality scanning or scanned data or raw photo or captured photograph, identifying or recognizing, by the game server, an object in the photograph or scanned data and based on the identified object satisfying the object criteria associated with the virtual object in the stored data, display or provide, by the game server, the virtual object and associated data including virtual money to the client device. In another embodiment hosting, at a game server, a game, the game having a virtual world geography that correspondences the real world geography, as a result, as the player continuously moves about or navigates in a range of coordinates in the real world based on monitoring and tracking current location of the client device, the player also continuously moves about in a range of coordinates in the real world map or virtual world; accessing pre-defined geo-fence in real world and associated virtual objects; and responsive to the client device being within a pre-defined boundary of geofence in the real world or enters in geofence or stay or dwell for pre-set or particular duration within geofence, display or provide, by the game server, one or more types of one or more virtual objects and associated data including virtual money to the cl
Display virtual objects in the event of receiving of augmented reality scanning or photo of real world object from particular location or within geofence and recognition of real world object
Systems and methods for publication of virtual objects are described. Systems and methods for accessing real world object associated virtual object data, location or geofence information and object criteria, generating a virtual object using the virtual object data; storing data specifying an association between the real world object associated virtual object, location or geofence information and the object criteria; detect that a client device of the server has conducting scanning or augmented reality (AR) scanning or taken a photograph or provide a raw photo or scanned data from particular real world object location; identifying or recognizing an object in the photograph or scanned data; and based on the identified object satisfying the object criteria associated with the virtual object in the stored data, display or provide the virtual object and associated data including virtual money to the client device. In another embodiment providing a game having a virtual world geography that correspondences the real world geography, as a result, as the player continuously moves about or navigates in a range of coordinates in the real world, the player also continuously moves about in a range of coordinates in the real world map or virtual world and responsive to the client device being within a predefined geofence boundary or a set distance of the location of the business in the real world; receiving, by the game server, augmented reality scanning or scanned data or raw photo or captured photograph, identifying or recognizing, by the game server, an object in the photograph or scanned data and based on the identified object satisfying the object criteria associated with the virtual object in the stored data, display or provide, by the game server, the virtual object and associated data including virtual money to the client device. In another embodiment hosting, at a game server, a game, the game having a virtual world geography that correspondences the real world geography, as a result, as the player continuously moves about or navigates in a range of coordinates in the real world based on monitoring and tracking current location of the client device, the player also continuously moves about in a range of coordinates in the real world map or virtual world; accessing pre-defined geo-fence in real world and associated virtual objects; and responsive to the client device being within a pre-defined boundary of geofence in the real world or enters in geofence or stay or dwell for pre-set or particular duration within geofence, display or provide, by the game server, one or more types of one or more virtual objects and associated data including virtual money to the cl
Generating, recording, simulating, displaying and sharing user related real world activities, actions, events, participations, transactions, status, experience, expressions, scenes, sharing, interactions with entities and associated plurality types of data in virtual world
Systems and methods for virtual world simulations of the real-world or emulate real-life or real-life activities in virtual world or real life simulator or generating a virtual world based on real environment: host, at a server, a virtual world geography or environment that correspondences the real world geography or environment as a result, as the user continuously moves about or navigates in a range of coordinates in the real world, the user also continuously moves about in a range of coordinates in the real world map or virtual world; generate and access, by the server, a first avatar or representation, that is associated with a first user or entity in the virtual world; monitor, track and store, by the server, plurality types of data associated with user's real life or real life activities, actions, transactions, participated or participating events, current or past locations, checked-in places, participations, expressions, reactions, relations, connections, status, behaviours, sharing, communications, collaborations, interactions with various types of entities in the real world; receive, by the server, first data associated with a mobile device of the first user related to the first activity from the first geo-location co-ordinates or place; determine, by the server, one or more real world activities of the first user based on the first data; generate, record, simulate and update, by the server, virtual world based on said stored data, wherein updating a first avatar, that is associated with the first user or entity, in the virtual world; causing, by the server, a first avatar associated with the first user or entity, to engage in one or more virtual activities in the virtual world, that are at least one of the same as or sufficiently similar to or substantially similar to the determined one or more real world activities, by generating, recording, simulating, updating and displaying, by a simulation engine, simulation or a graphic user interface that presents a user a simulation of said real-life activities; and display in the virtual world, by the server, said real world activity or interacted entity or location or place or GPS co-ordinates related or associated or one or more types of user generated or provided or shared or identified contextual one or more types of contents, media, data and metadata from one or more sources including server, providers, contacts of user and users of network and external sources, databases, servers, networks, devices, websites and applications, wherein virtual world geography correspondences the real world geography. In an embodiment receiving from a user, a privacy settings, instructing to limit viewing of or sharin
Idempotency of application state data
Disclosed are various embodiments for synchronizing application state information across devices. More specifically, embodiments of the disclosure are related to facilitating idempotency of application state information. Idempotency is maintained by using a timestamp embedded within application state information and/or by determining that the application state information is associated with an accumulating value.
Interactive action figures for gaming systems
An action figure is provided with a serial number that provides an access code which allows owners to engage in enjoyable games or other activities via the Internet or other gaming systems. The interactive action figure system comprises a toy, statue, or other three-dimensional figurine with a serial number, and preferably a computer network accessible over the internet and a particular gaming framework managed by a network device. Owners of action figure toys may log onto the network using the action figure serial number as an access code to activate a particular computer character identity and participate in games such as hand-to-hand combat games, action-adventure series, or learning games. The action figure may be, for example, a warrior, sports figure, doll or teddy bear to appeal to a wide range of users. Once a particular character is activated, game play proceeds according to preset rules. The game character's traits, powers, and other features may be enhanced or otherwise modified by purchasing preferably-three-dimensional accessories and inputting serial numbers into the gaming system that are also supplied with the accessories.
Dynamic 3D environment generation
In a computer-implemented method of generating a virtual 3D environment, a hierarchy of slots is provided. The slots are organized in tiers from one or more top tier slots to one or more bottom tier slots. Each slot defines a portion of a 3D environment and includes a plurality of layouts. Each layout of a non-bottom tier slot defines a position of at least one slot from a lower tier within the portion of the 3D environment. One or more of the top tier slots are positioned within the 3D environment. The 3D environment is generated by randomly selecting one of the plurality of layouts of the top tier slot and the lower tier slots, and populating each of the selected layouts with one or more objects. The 3D environment is rendered for display.
Information processing device, data structure of game data, and recording medium
Disclosed herein is an information processing device for accessing a file included in game data, the game data having a correspondence file associating a hash value of full path information of the file with information for identifying a recording location of the file. The information processing device includes: a receiving section receiving a readout request including the full path information of the file from a game; a deriving section deriving the hash value of the full path information; an obtaining section referring to the correspondence file, and obtaining the information for identifying the recording location of the file using the hash value; and a file access section accessing the file on a basis of the obtained information.
ENTERTAINMENT SYSTEM FOR PERFORMING HUMAN INTELLIGENCE TASKS
A game engine is configured to accept human intelligence tasks as in-game content and present the in-game content to the game player. A method performed by the game engine enables performance of human intelligence tasks, such as visual discrimination, in a video game context. The game engine may receive a definition of human intelligence tasks from one or more remote sources. The game engine may present the human intelligence tasks to multiple video game participants as in-game content. The game engine defines and enables game play rules for the in-game content. The game play rules set parameters for the multiple video game participants to perform the human intelligence tasks to achieve desired results. The game engine may award each of the multiple video game participants an improved game score upon successful performance of the human intelligence tasks in accordance with the game play rules. The game engine may measure success by consistency in responses between different participants or trials.
Entertainment system for performing human intelligence tasks
A game engine is configured to accept human intelligence tasks as in-game content and present the in-game content to the game player. A method performed by the game engine enables performance of human intelligence tasks, such as visual discrimination, in a video game context. The game engine may receive a definition of human intelligence tasks from one or more remote sources. The game engine may present the human intelligence tasks to multiple video game participants as in-game content. The game engine defines and enables game play rules for the in-game content. The game play rules set parameters for the multiple video game participants to perform the human intelligence tasks to achieve desired results. The game engine may award each of the multiple video game participants an improved game score upon successful performance of the human intelligence tasks in accordance with the game play rules. The game engine may measure success by consistency in responses between different participants or trials.