A63F2300/577

System and method for augmented and virtual reality
11601484 · 2023-03-07 · ·

One embodiment is directed to a system for enabling two or more users to interact within a virtual world comprising virtual world data, comprising a computer network comprising one or more computing devices, the one or more computing devices comprising memory, processing circuitry, and software stored at least in part in the memory and executable by the processing circuitry to process at least a portion of the virtual world data; wherein at least a first portion of the virtual world data originates from a first user virtual world local to a first user, and wherein the computer network is operable to transmit the first portion to a user device for presentation to a second user, such that the second user may experience the first portion from the location of the second user, such that aspects of the first user virtual world are effectively passed to the second user.

SYSTEM FOR MULTIVIEW GAMES EXPERIENCE

A spectator system may provide for spectating in online gaming. The spectator system may receive, at a spectator server, game state data from a game simulation server hosting an online game for one or more players, generate one or more spectator game state data corresponding to one or more spectator devices and output the one or more spectator game state data to the spectator devices. The spectator server may further output the game state data to another spectator server.

Method for live streaming

A method for live streaming is provided. The method includes: displaying an online tutorial portal of a target service in a live-streaming room of an anchor account; in response to a trigger operation on the online tutorial portal, sending an online tutorial request to a server to request the anchor account to provide an online tutorial for the target service; in response to approval of the anchor account for the online tutorial request, acquiring video data by recording a current screen of a first terminal; displaying, in the live-streaming room of the anchor account, the current screen of the first terminal based on the video data; playing, in response to receiving audio data of the anchor account, the audio data of the anchor account; and acquiring audio data of a first account corresponding to the first terminal, and sending the audio data of the first account to the server.

INFORMATION PROCESSING DEVICE AND IMAGE DISTRIBUTION METHOD
20230110447 · 2023-04-13 · ·

A game image generation unit generates a game image, and a game audio generation unit generates a game audio. An audio acquiring unit acquires a microphone audio input to a microphone. A distribution processing unit distributes the microphone audio, the game audio, and the game image. An accepting unit accepts an operation made by a user. During distribution of the microphone audio, the game audio, and the game image, after the accepting unit accepts a predetermined operation, the distribution processing unit operates in either a first mode in which a first standby image is distributed and the microphone audio is distributed as well or a second mode in which a second standby image is distributed but the microphone audio is not distributed.

VIDEO RECORDING SYSTEM AND METHOD

A method of recording a seamless customised video recording of a video game, the method comprising the steps of: video recording a first run-through of at least a part of the video game; saving a saved-game state of a first game state of the video game, the saved-game state enabling a game state of the video game to be reset to the saved-game state that is at least visually identical to the first game state; detecting, in response to the saving of the saved-game state, a time within the video recording of the first run-through corresponding to the time the saved-game state is saved; video recording, when the game state is reset to the saved-game state, another run-through from the saved-game state; and editing the video recording of the first run-through by replacing some or all the video recording of the first run-through recorded from the detected time with the video recording of the other run-through when the other run-through meets a predetermined preference criterion.

GAMING LIVE STREAM CONTROL METHOD AND DEVICE, COMPUTER STORAGE MEDIUM, AND ELECTRONIC APPARATUS
20220314129 · 2022-10-06 · ·

The present disclosure relates to the technical field of gaming, and provides a gaming live stream control method and device, a computer storage medium, and an electronic apparatus. The gaming live stream control method is applicable to a live stream server or a cloud gaming server, and comprises: acquiring a gaming frame corresponding to a live stream room; receiving a show-controls request sent by a live stream audience member, wherein the show-controls request is used to instruct the live stream server or the cloud gaming server to specify controls information comprised in a gaming live stream frame to be transmitted to the live stream audience member; determining, according to the show-controls request, controls information to be shown, and generating the gaming live stream frame according to the gaming frame and the controls information; and transmitting the gaming live stream frame to the live stream audience member.

Cloud-based game slice generation and frictionless social sharing with instant play

Methods enable creation of a game slice from a game. Plurality of games is provided for presentation on a display device. Each game is identified by an image. Selection activity is detected at the image of one of the games. In response to the selection, game code of the selected game is executed to enable game play of an unlocked game. The selected game is streamed to the display device. User interaction related to the game play is received. A recording of the game play is examined to identify portions of the game for generating a game slice, which are returned in a suggested list for selection. Game slice is generated for a selected portion from the list. A recording of the game play for the game slice is associated as a primary video segment. The game slice and the primary video segment are provided for sharing over a network.

Tracking playing cards during game play using RFID tags

A system having a radio-frequency-identification (RFID) tag reader and a camera to map playing cards to RFID tag values. Each card is inserted into a sleeve that has an RFID tag. During or after insertion of a card into a sleeve, the camera captures an image of the card and the RFID reader captures an RFID tag value for the sleeve. The identity of the card is then determined from the captured image and mapped to the RFID tag value. This mapping information is generated for each card-sleeve pair in a card deck and utilized to track the movement of the cards during game play. The RFID tag value of each card-sleeve pair in the card deck is captured before and after a player draws a card from the deck. The missing RFID tag values are compared to the mapping information to identify which cards where drawn by the player.

Method and apparatus for remote game play with real-time commentary
11684860 · 2023-06-27 · ·

This invention allows the players of multiplayer games like poker, chess, backgammon, go, board games, and video games to play the game online while commenting on the game and explaining their strategies to an online audience without sharing that information with their opponents.

Information Processing System, Information Processing Apparatus, Computer-Readable Storage Medium Having Stored Therein Information Processing Program, and Information Processing Method
20230191262 · 2023-06-22 ·

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.