A63F2300/6081

METHODS AND SYSTEMS FOR INCREASING ATTENTION ABILITY OF A USER USING A GAMEPLAY
20220054942 · 2022-02-24 ·

Disclosed is a system for increasing attention ability of a user using a gameplay. The system may include a display device configured to display a moving image comprising an object, a cursor and a points counter. Further, the system may include an audio device configured to produce acoustic waves based on a sound data associated with a level. Further, the system may include an input device configured to receive a spatial input data. Further, the system may include a processing device communicatively coupled to each of the display device, the audio device and the input device. Further, the system may include a storage device communicatively coupled to the processing device. Further, the storage device may be configured to store digital data corresponding to an object, a cursor, a current cursor location, a previous cursor location, a geometric shape and the sound data in association with the multiple level indicators.

BENDABLE DISPLAY DEVICE AND METHOD FOR CONTROLLING THE SAME
20230179948 · 2023-06-08 · ·

The present disclosure relates to a bendable display. For example, the bendable display device stores first information about a size of a screen of the bendable display device in a memory, outputs video data and audio data of content via the screen, receive second information about a curvature of the screen, and output the audio data adjusted based on the first information and the second information via the screen.

Safety scheme for gesture-based game
09823740 · 2017-11-21 · ·

Technologies are generally described for providing a notification to a player playing a gesture-based game of a potentially dangerous condition. In some examples, a safety component of a gesture-based game system includes a gesture range determination unit configured to determine a gesture range associated with a gesture-based game; a detection unit configured to detect a movement of an object; and an alarm unit configured to generate an alarm in response to a determination based on the movement of the object which is within the gesture range.

Method and apparatus for sound processing in three-dimensional virtual scene

The present disclosure discloses a method and an apparatus for sound processing in a three-dimensional virtual scene. The method includes: acquiring, by a three-dimensional program engine, a sound processing request of a sound source point in a virtual scene; invoking a corresponding head-response transfer function (HRTF) according to a three-dimensional coordinate position relationship between the sound source point and a sound recipient in the virtual scene; modifying a parameter value of the HRTF according to the virtual scene where the sound source point is located; and performing filtering and delaying processing on a sound signal of the sound source point by using the modified HRTF. In the present disclosure, an HRTF parameter is modified flexibly according to audio effect requirements of a virtual scene, so that the technical problem that sound localization performed by using an HRTF database of existing hardware in some virtual scenes has undesirable effect is solved, thereby achieving the effect of optimizing three-dimensionally located audio effects.

Computer-readable storage medium storing information processing program, information processing device, information processing system, and information processing method
09744459 · 2017-08-29 · ·

An example game device includes a virtual camera, a localization calculation microphone, and a volume calculation microphone in a virtual space. The localization calculation microphone is provided at the location of the virtual camera, and the volume calculation microphone is located away from the virtual camera. The game device calculates a left-right position and a front-back position of a sound source as viewed from the localization calculation microphone. The game device also calculates the volume of a sound based on a distance between the volume calculation microphone and the sound source. The game device outputs the sound based on the calculated localized position and volume.

Computer-readable storage medium storing information processing program, information processing device, information processing system, and information processing method
09724608 · 2017-08-08 · ·

An example game device corrects a sound of a sound source located behind a virtual camera by applying a frequency filter to the sound. Specifically, an angle between an imaging direction of the virtual camera and a direction from the virtual camera toward the sound source is calculated. If the absolute value of the angle is 90 degrees or more, a filter value is calculated based on the angle. The game device also corrects the filter value based on a distance between the virtual camera and the sound source. The game device applies a low-pass filter corresponding to the filter value to the sound of the sound source.

Customizable, adaptable, multiuser computer-based role-playing method and apparatus therefor
11235250 · 2022-02-01 ·

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.

Interactive gaming system

An interactive gaming system for a user suffering tinnitus. The system comprises a game machine configured to provide a game scenario in which the user's performance in the game scenario is based on the user's response to audio cue arrangements comprising a combination of sounds, and where at least one of the sounds has one or more sound characteristics, that are configured based on one or more sound characteristics of the user's perceived tinnitus. The system further comprises an audio delivery device or devices that are driven by the game machine to present the audio cue arrangements to the user in accordance with the game scenario and a user interface in signal communication with the game machine and which is operable by a user to interact with the game scenario by responding to the audio cue arrangements.

Vibrating footwear device and entertainment system for use therewith
09763490 · 2017-09-19 · ·

A footwear device for enhancing an entertainment experience in accordance with an embodiment of the present application includes a first actuator mounted in the footwear device and operable to impart a vibration to the footwear device based on an indication of reproduced sound included in the entertainment experience. A vibration signal is provided to drive the vibration of the footwear device and may be based on reproduced audible information and/or enhanced information optimized to maximize vibration. The present application also relates to an entertainment system for use with the vibrating footwear device.

System and method for controlling audio output associated with haptic effects

An apparatus, a processor-readable medium, and a method are provided that are configured to cause a haptic effect and an audio effect to be output substantially concurrently. The haptic effect has a frequency and the audio effect has a frequency different from the frequency of the haptic effect. At least one of the frequency of the haptic effect and the frequency of the audio effect is varied while maintaining substantially constant an average energy of the haptic effect. Varying the frequency of the audio effect can cause a perceived frequency of the haptic effect to change.