Patent classifications
A63F2300/638
Time-dependent client inactivity indicia in a multi-user animation environment
A method for managing a multi-user animation platform is disclosed. A three-dimensional space within a computer memory is modeled. An avatar of a client is located within the three-dimensional space, the avatar being graphically represented by a three-dimensional figure within the three-dimensional space. The avatar is responsive to client input commands, and the three-dimensional figure includes a graphical representation of client activity. The client input commands are monitored to determine client activity. The graphical representation of client activity is then altered according to an inactivity scheme when client input commands are not detected. Following a predetermined period of client inactivity, the inactivity scheme varies non-repetitively with time.
INTERACTION DEVICE
An interaction apparatus 10 includes an acquiring unit 13 for acquiring a system message, a setting unit 14 for setting a wait time for receiving an answer from a user based on the system message, a measuring unit 16 for measuring an elapsed time after the system message is output to the user, a user utterance acquiring unit 15 for acquiring a user utterance, and a controller 17 for controlling an interaction with the user so that an additional action corresponding to the system message is output to the user. The measuring unit 16 determines whether or not to subtract the elapsed time, based on the system message and the user utterance, when the user utterance not corresponding to the answer to the system message is acquired by the user utterance acquiring unit 15 after the system message is output.
Control program, game device, and control method
A non-transitory computer-readable medium stores a control program for a game device connectable to an operation device that is held by a player or attached to a certain position on the body of the player. The control program causes the game device to execute the following: causing a first image to be displayed on a display device in order to cause the player to perform a movement such that a posture of the operation device becomes a specified posture; retrieving posture information relating to the posture of the operation device at a certain timing; determining a degree of matching between the posture of the operation device and the specified posture based on the retrieved posture information; and causing a second image in accordance with the determination result to be displayed on the display device.
System and method for operating match-up game
The system for operating a match-up game includes a display unit having a plurality of player screen regions configured to display game screens a first input unit configured to receive an input from a first player a second input unit configured to receive an input from a second player a first air outlet configured to discharge air to the first player a second air outlet configured to discharge air to the second player; a control unit configured to control the display unit to count a game time and change the game screens displayed on the player screen regions for each counted game time, and when receiving an input to the first input unit from the first player, control the second air outlet so as to discharge air corresponding to the received input. The system for operating a match-up game may increase a player's sense of immersion.
FRAME DISPLAY METHOD AND APPARATUS IN GAME APPLICATION, TERMINAL, AND STORAGE MEDIUM
This application provides a frame display method in a game application performed by a computer device. The method includes: receiving a frame message within a first cooldown period of a target skill; determining whether the first cooldown period ends, according to a remaining time of the first cooldown period and a frame interval time; determining a compensation time corresponding to the first cooldown period according to an actual time of the first cooldown period and a adjusted cooldown time of the target skill when the first cooldown period ends; and displaying a skill cooling image of the target skill in a next image frame, and entering a second cooldown period of the target skill. In this application, the number of frames overflowed previously is made up each time a skill is released, to ensure that the actual number of frames under acceleration/deceleration is close to the theoretical number of frames.
Synchronization and offset of VSYNC between gaming devices
A method is disclosed including setting, at a plurality of devices, a plurality of VSYNC signals to a plurality of VSYNC frequencies, wherein a corresponding device VSYNC signal of a corresponding device is set to a corresponding device VSYNC frequency. The method including sending a plurality of signals between the plurality of devices, which are analyzed and used to adjust the relative timing between corresponding device VSYNC signals of at least two devices.
GENERATING AN ANIMATION DEPICTING A USER USING MOTION AND PHYSIOLOGICAL DATA CAPTURED USING SENSORS
A system that wirelessly integrates actual sports equipment with a computer and the internet to allow players remotely located from one another to play a competitive simulated sports game.
VIRTUAL ITEM PROMOTIONS VIA TIME-PERIOD-BASED VIRTUAL ITEM BENEFITS
An approach to facilitating virtual item promotions via time-period-based virtual item benefits is provided. A store interface may present offers to users of a game space to purchase item instances of virtual items associated with in-space benefits. Item instances of a first virtual item may be configured to be activated by the users in the game space to obtain one or more first in-space benefits. A promotion that is conducted for the game space may be managed such that, during a first promotion time period, item instances of the first virtual item purchased through the store interface may be modified instances of the first virtual item. The modified instances may be configured to be activated by the users in the game space during a second promotion time period to obtain one or more second in-space benefits.
METHOD AND APPARATUS FOR CONTROLLING VIRTUAL RACE CAR, STORAGE MEDIUM, AND DEVICE
This application discloses a method for controlling a virtual race car based on artificial intelligence (AI). The method includes: controlling, using a client, a first virtual race car to move on a virtual map of a round of racing game, the first virtual race car being a pursuing race car and the first account being an account participating in the round of racing game; displaying, on the client, that an endurance value of a second virtual race car is reduced when the first virtual race car hits the second virtual race car on the virtual map, the second virtual race car being a fleeing race car; and displaying, on the client, that the second virtual race car has been removed from the round of racing game when the endurance value of the second virtual race car is no greater than a preset threshold.
METHOD AND APPARATUS FOR CONTROLLING SHOOTING OF VIRTUAL OBJECT, ELECTRONIC DEVICE, AND STORAGE MEDIUM
Provided is a method for controlling shooting of a virtual object, including: obtaining a locking area of a first virtual object in a virtual scene; based on determining that an aiming point of a second virtual object being within the locking area for a target duration, displaying locking complete information at a position of the aiming point in the locking area, the locking complete information indicating that locking of the first virtual object is completed; and controlling automatic shooting of the second virtual object on the first virtual object, of which locking is completed, based on the aiming point being located in an under-attack area of the first virtual object, a size of the under-attack area being less than a size of the locking area.