Patent classifications
A63F2300/572
Method, system, and non-transitory computer-readable record medium for providing multiple group calls in one chatroom
Disclosed is a method, system, and non-transitory computer-readable record medium for providing a plurality of group calls in a single chatroom. A group call providing method including receiving, by the at least one processor, information about a plurality of group call channels generated in response to a first request from at least one member included in a chatroom, from a server, providing, by the at least one processor, a group call channel list about the plurality of group call channels through the chatroom based on the information about the plurality of group call channels, and starting, by the at least one processor, a group call through a specific group call channel, from among the plurality of group call channels, in response to receiving a second request for joining the specific group call channel through the group call channel list may be provided.
Information processing apparatus and application image distribution method
A game image generating section 120 generates a first image and a second image of an application. An image providing section 152 provides the first image to an output apparatus 4. A sharing processing section 160 streaming-distributes the second image to the sharing server. A display image generating section 150 may generate a display image including at least the first image and information associated with the second image. In addition, the sharing processing section 160 may instruct the application to generate the second image on the basis of a request from a viewing user.
Server-based game activity suggestions
Techniques for improving a user video game experience are described. In an example, a computer system receives event data from a plurality of user devices. Each event data includes an identifier of an activity in a video game and data and an identifier of a mechanic used to complete the activity. The identifiers can be predefined in program code of the video game. The identifiers data can be received based on an execution of the program code. The event data is processed to determine, for a user that has not completed the activity, a readiness of the user to perform the activity. Depending on the readiness, the activity can be suggested in a user interface element.
DETECTING EVENTS IN A LIVESTREAM VIDEO OF A VIDEO GAME IN AN ESPORTS COMPETITION
A computing system described herein is configured to obtain a video of a video game being played by a video game player, where an esports competition includes play of the video game by the video game player. The computing system is additionally configured to identify, in the video and through use of machine vision technologies, occurrence of an event in the video game depicted in the video, where the machine vision technologies have been trained to detect occurrences of the event in videos, and further where an outcome of the esports competition is based upon the occurrence of the event in the video game. The computing system is additionally configured to output a value that is indicative of the occurrence of the event in the video game depicted in the video, where a score for the video game player is updated in the esports competition based upon the value that is indicative of the occurrence of the event in the video game depicted in the video.
Media appliance
A media appliance comprising: video apparatus for outputting signals to a screen; a control device allowing a user to control the output of signals from the video apparatus to the screen, thereby selecting a viewing activity; a network interface for accessing a packet-based network; a memory storing a communication client application; and processing apparatus, coupled to the memory, network interface and video apparatus, and arranged to execute the communication client application; wherein the client application is configured so as when executed to allow the user to conduct bidirectional communications with other users via the packet-based network, and output notifications to the user of incoming communication events received from other users over the packet-based network; and wherein the client application is further configured to defer one or more of said notifications of incoming communication events received during said viewing activity, determine a delineation in the viewing activity, and automatically output the one or more notifications to the user following said delineation.
Multi-User Interaction Slates for Improved Video Conferencing
A video conferencing system includes a multi-user interaction slate for the execution of applications having a state that is responsive to inputs from multiple attendees of a video conference. The video conferencing system includes a graphical user interface having video slates provided for video streams and multi-user interaction slates for the execution of code that is responsive to inputs provided at multiple client devices. The video conferencing system can determine a current state of a multi-user interaction slate in response to inputs provided by users of the client devices in association with the multi-user interaction slate. The video conferencing system can provide data for rendering the graphical user interface, including video data associated with the video slates and data indicative of the current state of the multi-user interaction slate.
APPARATUS FOR ADAPTING VIRTUAL GAMING WITH REAL WORLD INFORMATION
A server device that incorporates teachings of the present disclosure may include, for example, a memory and a processor. The processor can identify first and second players present at first and second physical locations, to identify first and second boundary and topographical information of the first and second physical locations, to map the first and second boundary and topographical information of the first and second physical locations to a virtual gaming space, to capture first and second position and orientation information for the first and second players, to map the first and second position and orientation information to the virtual gaming space, to generate first and second virtual players corresponding to the first and second players, and to transmit to first goggles information representative of the second virtual player for display superimposed onto a transparent viewing apparatus for viewing of the virtual gaming space. Additional embodiments are disclosed.
Platform Agnostic Autoscaling Multiplayer Inter and Intra Server Communication Manager System and Method for AR, VR, Mixed Reality, and XR Connected Spaces
The present disclosure relates to augmented reality, virtual reality, mixed reality, and extended reality systems, and more specifically, to systems and methods for managing multiplayer communications seamlessly across platforms and distributed geographic locations.
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.
DUAL-RADIO GAMING HEADSET
A gaming machine having an audio channel outputting game sound and an audio channel intaking microphone sound and outputing chat sound is coupled with a headset having earpieces and a microphone and a Bluetooth transceiver in the headset for sending and receiving the microphone and chat sounds. A radio receiver or wired connection in the headset receives the game sounds. Circuitry in the headset is connected between the transceiver and receiver for mixing the microphone, chat, and game sounds and feeding them all to the earpieces.