Patent classifications
A63F2300/634
METHODS, SYSTEMS, AND DEVICES FOR DYNAMICALLY APPLYING EQUALIZER PROFILES
A system that incorporates the subject disclosure may include, for example, an embodiment for detecting a map associated with a gaming session for a video game executing on a computing device associated with a first user, and obtaining a map equalizer profile associated with the map for the video game. Further embodiments can include determining a first avatar, associated with the first user, is located within a first environment of the map for the video game, and obtaining a first environment equalizer profile associated with the first environment. Additional embodiments can include providing first instructions to the computing device associated with the first user according to the map equalizer profile and the first environment equalizer profile. The first instructions indicate to the computing device to adjust audio output of the video game according to the map equalizer profile and the first environment equalizer profile. Additional embodiments are disclosed.
INFORMATION PROCESSING SYSTEM, INFORMATION PROCESSING METHOD, AND COMPUTER PROGRAM
A play data storage section 22 stores a plurality of pieces of play data concerning the play situation of a plurality of pieces of contents. A library screen generating section 44 generates a selection screen which allows a user to select a piece of content to be played, and which includes images indicating the play situations for the plurality of pieces of contents, on the basis of the play data stored in the play data storage section 22. An output section 34 causes the selection screen generated by the library screen generating section 44 to be displayed.
AUTOMATIC GENERATION OF VIDEO PLAYBACK EFFECTS
In various examples, recordings of gameplay sessions are enhanced by the application of special effects to relatively high(er) and/or low(er) interest durations of the gameplay sessions. Durations of relatively high(er) or low(er) predicted interest in a gameplay session are identified, for instance, based upon level of activity engaged in by a gamer during a particular gameplay session duration. Once identified, different variations of video characteristic(s) are applied to at least a portion of the identified durations for implementation during playback. The recordings may be generated and/or played back in real-time with a live gameplay session, or after completion of the gameplay session. Further, video data of the recordings themselves may be modified to include the special effects and/or indications of the durations and/or variations may be included in metadata and used for playback.
Determining high-interest durations of gameplay sessions from user inputs
In various examples, durations of relatively high user activity within a gameplay session may be determined from user input events using a running user activity measurement. Once a duration is identified, it may be further analyzed to merge the duration with one or more other durations and/or to determine or predict whether the duration would be of sufficient interest for further action. A user interest score for an identified duration may be computed based on a set of the user input events that occur in the duration and used to determine and/or predict whether the duration would be of sufficient interest for further action. In some cases, an action may be performed based on determining the user interest score is greater than a statistical value that is computed from user interest scores of multiple identified durations.
Method and apparatus for managing moments clips
Embodiments include a system that incorporates the subject disclosure may include, for example, detecting a first instance of a triggering event during a gameplay associated with a game played by a first player, responsive to the detecting the first instance of the triggering event, storing for a first duration a first portion of the gameplay associated with the first player in a first storage medium of the first system, detecting a second instance of the triggering event, and responsive to detecting the second instance of the triggering event before expiration of the first duration, adjusting the first duration to a second duration that exceeds the first duration. Additional embodiments are disclosed.
Creation of game-based scenes
A method is given for providing a visualization of a scene corresponding to game play. The method includes steps of receiving at a visualization server information about a scene corresponding to game play at a client computer, receiving additional information about the scene at the visualization server; and constructing a visualization at the visualization server based on the scene, the constructing based at least in part on the received information and the received additional information. In another embodiment, the visualization may be composed by the user rather than being a scene corresponding to game play. In a further embodiment, a method is given for providing a visualization of a scene corresponding to game play, including: receiving at a visualization server information about a scene corresponding to game play at a client; modifying the scene information; and constructing a visualization at the visualization server based on the modified scene information.
Auto trigger of notification based on detected sound
A system that incorporates the subject disclosure may include, for example, a memory to store instructions and a processor coupled to the memory. The processor, responsive to executing the instructions, facilitates performance of operations. The operations include obtaining for a first gamer of a plurality of gamers a plurality of audio profiles; each audio profile enables identification of one of a plurality of gaming events in a gaming session of a game played by the plurality of gamers. The operations also include monitoring an audio presentation of the game during the gaming session; detecting a gaming event of the plurality of gaming events based on a corresponding one of the plurality of audio profiles; and notifying at least a portion of the plurality of gamers of the gaming event that was detected. Additional embodiments are disclosed.
Methods, systems, and devices of providing portions of recorded game content in response to a trigger
Embodiments include a system that incorporates the subject disclosure may include, for example, detecting a current trigger during a video game and determining a group of players involved in the current trigger. Further embodiments include recording a trigger clip of game content for each player in the group of players resulting in a group of trigger clips. Each trigger clip of the group of trigger clips is a portion of game content that includes the current trigger from a perspective of each player of the group of players. Additional embodiments include providing the group of trigger clips to a group of gaming devices over a communication network. Each gaming device of the group of gaming devices is associated with one player of the group of players. Additional embodiments are disclosed.
EXTENSIBLE DICTIONARY FOR GAME EVENTS
A game-agnostic event detector can be used to automatically identify game events. Event data for detected events can be written to an event log in a form that is both human- and process-readable. Descriptive text for the event data can come from a common event dictionary that is hierarchical in nature, such that events of the same type can be correlated across different games even though the precise nature or appearance of those events may be different. The event data can be used for various purposes, such as to generate highlight videos or provide player performance feedback.
Opposition trigger of moment clips
A system that incorporates the subject disclosure may include, for example, a processor that facilitates a performance of operations. The operations may include monitoring a triggering event during a gameplay associated with a game played by a first user, detecting the triggering event responsive to the monitoring, and responsive to the detecting of the triggering event: storing a first portion of the gameplay associated with the first user in a first storage medium, identifying a second user that is an opponent of the first user that was affected by the triggering event, and sending a message to cause a storing of a second portion of the gameplay associated with the second user in a second storage medium, wherein the first portion of the gameplay differs from the second portion of the gameplay. Additional embodiments are disclosed.