A63F2300/6072

CUSTOMIZABLE, ADAPATABLE, MULTIUSER COMPUTER-BASED ROLE-PLAYING METHOD AND APPARATUS THEREFOR
20170173475 · 2017-06-22 ·

Game client, game server, Web application server, and database server including database with data representative of a virtual world. Game client or server, or both, includes motifs, motif manager, character manager, scenes-a-faire manager, and display manager coupled to display, all in communication with game manager, and pseudorandomizer, which can instigate changing of a motif. Motifs are representative of a game character or environment. A user interface has mass sensor, accelerometer, haptic device, first device for visual input, output, or both, second device for audio input, output, or both, and tactile sensor, effector or both. Included may be automatic translator, or TTS/STT module. The online game can be virtual world representative of at least two of a northern continent, a western continent, a southern continent, a central continent, and an eastern continent. Methods provide game client, game server, and a database that manipulate character or environment motifs and scenes-a-faire.

Robust speech audio generation for video games

This specification describes a computer-implemented method of training a machine-learned speech audio generation system for use in video games. The training comprises: receiving one or more training examples. Each training example comprises: (i) ground-truth acoustic features for speech audio, (ii) speech content data representing speech content of the speech audio, and (iii) a ground-truth speaker identifier for a speaker of the speech audio. Parameters of the machine-learned speech audio generation system are updated to: (i) minimize a measure of difference between the predicted acoustic features of a training example and the corresponding ground-truth acoustic features of the training example, (ii) maximize a measure of difference between the first speaker classification for the training example and the corresponding ground-truth speaker identifier of the training example, and (iii) minimize a measure of difference between the second speaker classification for the training example and the corresponding ground-truth speaker identifier of the training example.

Pre-set audio profiles for graphical user interface and parametric equalizer in gaming systems

A system that incorporates the subject disclosure may include, for example, a gaming system that cooperates with a graphical user interface to enable user modification and enhancement of one or more audio streams associated with the gaming system. In embodiments, the audio streams may include a game audio stream, a chat audio stream of conversation among players of a video game, and a microphone audio stream of a player of the video game. Additional embodiments are disclosed.

Methods and apparatuses for recording and utilizing an audio signature within an application

In one embodiment, the methods and apparatuses detect an application, detect a participant that is utilizing the application, detect a qualifying event, and transmit an audio signature associated with the participant to a recipient wherein the recipient utilizes the application.

Methods, systems and devices for providing portions of recorded game content in response to an audio trigger

A system that incorporates the subject disclosure may include, for example, a gaming system that cooperates with a graphical user interface to enable user modification and enhancement of one or more audio streams associated with the gaming system. In embodiments, the audio streams may include a game audio stream, a chat audio stream of conversation among players of a video game, and a microphone audio stream of a player of the video game. One of the audio streams may trigger an action in the gaming system such as recording a portion of game content for a timer period. Additional embodiments are disclosed.

Customizable, adaptable, multiuser computer-based role-playing method and apparatus therefor
09586146 · 2017-03-07 ·

Game client, game server, Web application server, and database server including database with data representative of a virtual world. Game client or server, or both, includes motifs, motif manager, character manager, scenes-a-faire manager, and display manager coupled to display, all in communication with game manager, and pseudorandomizer, which can instigate changing of a motif. Motifs are representative of a game character or environment. A user interface has mass sensor, accelerometer, haptic device, first device for visual input, output, or both, second device for audio input, output, or both, and tactile sensor, effector or both. Included may be automatic translator, or TTS/STT module. The online game can be virtual world representative of at least two of a northern continent, a western continent, a southern continent, a central continent, and an eastern continent. Methods provide game client, game server, and a database that manipulate character or environment motifs and scenes-a-faire.

Graphical user interface and parametric equalizer in gaming systems

A system that incorporates the subject disclosure may include, for example, a gaming system that cooperates with a graphical user interface to enable user modification and enhancement of one or more audio streams associated with the gaming system. In embodiments, the audio streams may include a game audio stream, a chat audio stream of conversation among players of a video game, and a microphone audio stream of a player of the video game. Additional embodiments are disclosed.

Method and System for Applying Gearing Effects to Visual Tracking
20170021275 · 2017-01-26 ·

A method is provided, including: receiving inertial data from an input device, the inertial data being generated from one or more inertial sensors of the input device; receiving captured image data from an image capture device configured to capture images of an interactive environment in which the input device is disposed, the input device having a light emitting diode (LED) array that generates infrared light; processing the inertial data and the captured image data to determine a movement of the input device in the interactive environment; establishing a gearing that adjusts an amount by which the movement of the input device is mapped to movement of an image that is rendered to a display; changing the gearing to different settings during the movement of the image as the movement of the image is rendered to the display.

CLIENT SIDE PROCESSING OF GAME CONTROLLER INPUT

Embodiments of the present invention enable rich control input data to control video games that are remotely executed. Rich control input includes three-dimensional image data, color video, audio, device orientation data, and touch input. A remotely-executed video game is one executed on a server or other computing device that is networked to a client device receiving the rich control input. Rich control input includes more data than can be uploaded to a game server without degrading game performance. Embodiments of the present invention preprocess the rich control data on the client and into data that may be uploaded to the game server. The rich input stream may be processed in a general way or in a game-specific way.

DISPLAY CONTROL METHOD IN GAME, AND STORAGE MEDIUM AND ELECTRONIC DEVICE THEREOF
20250121282 · 2025-04-17 · ·

A display control method in a game, a storage medium, and an electronic device. The method includes: acquiring monitoring parameter information of a target virtual character, and acquiring sound parameter information of a first virtual character; calculating based on the monitoring parameter information and the sound parameter information to obtain a sound monitoring result, the sound monitoring result including whether the sound of the first virtual character can be monitored; when the sound of the first virtual character can be monitored, determining a corresponding mapping position on a graphical user interface according to a first position of the first virtual character in a game scenario; and displaying an ideographic graph for representing the first virtual character at the mapping position.