A63F2300/638

TIME-DEPENDENT CLIENT INACTIVITY INDICIA IN A MULTI-USER ANIMATION ENVIRONMENT
20210225057 · 2021-07-22 ·

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.

Method of conducting interactive computer sports on and off the internet
11083949 · 2021-08-10 ·

A multifunctional self-contained system that wirelessly integrates actual sports equipment with a computer providing critical feedback to improve all aspects of a player's game, and also allows players to play an actual competitive real or visually simulated game or sports with one or more players. Therefore, an individual player may opt to play solo or practice to improve basic golfing skills and techniques. The system includes sport implements that include, but are not limited to, smart golf clubs, a golf ball receptacle and a golf club motion sensing device, all containing circuits with contact sensors and or motion sensors coupled with signal processing and radio frequency transmitter circuitry to wirelessly communicate game status and performance parameters to a remote receiver and computer. The computer then optionally displays important parameters such as proximity of a sports implement contact face to an object, the impact of a sports implement with a sports equipment item, wherein the contact force, contact time, impact location, face angle, spatial orientation of a sports implement in motion, and the subsequent energy, velocity, and trajectory of game projectile such as a golf ball. The sports implements can be further equipped with motion sensing devices, and its motion and swing trajectory is visually simulated on the computer display. Standard sport implements which include, but are not limited to, golf clubs may be retrofitted with the device sensors and associated electronic circuitry to convert such clubs into “smart clubs” for use with the system. The system employs specially developed computer software to process player performance data, control game play, communicate game information to players, generate and control visual simulations, and display player performance information.

SYNCHRONIZATION AND OFFSET OF VSYNC BETWEEN CLOUD GAMING SERVER AND CLIENT
20210228983 · 2021-07-29 ·

A method is disclosed including setting, at a server, a server VSYNC signal to a server VSYNC frequency. The server VSYNC signal corresponding to generation of video frames during frame periods for the server VSYNC frequency. The method including setting, at a client, a client VSYNC signal to a client VSYNC frequency. The method including sending compressed video frames from the server to the client over a network using the server VSYNC signal, wherein the compressed video frames are based on the generated video frames. The method including decoding and displaying, at the client, the compressed video frames. The method including analyzing the timing of one or more client operations to adjust the relative timing between the server VSYNC signal and the client VSYNC signal, as the client receives the compressed video frames.

Free-in / free-out style game program
11839823 · 2023-12-12 · ·

A game program instructions executable by a processor to perform operations comprising: placing a predetermined number of nonplayer characters in a battle space; controlling the battle between the nonplayer character and the playing character in the battle space; rendering the battle state with a virtual camera and displaying on the display; the operations further comprising: counting the number of playing characters placed in the battle space; excluding a defeated nonplayer character from battle when the nonplayer character is defeated; relocating the excluded nonplayer character to the battle space after a predetermined respawn time elapsed; calculating the respawn time according to the counted number of playing characters and controlling the time to reposition the excluded nonplayer character to the battle space based on the respawn time calculated.

GAME DEVICE, METHOD, AND PROGRAM

A game device includes a reception unit that is configured to receive operation information created when a user performs an operation on an input device while a game progresses, a determination unit that is configured to determine whether an operation of starting measurement of the degree of concentration has been performed on the basis of the operation information received by the reception unit, and a derivation unit that is configured to start measuring the degree of concentration if the determination unit determines that the operation of starting measurement of the degree of concentration has been performed and is configured to derive the degree of concentration of the user on the basis of an operation performed by the user during the started measurement of the degree of concentration.

Dynamic client buffering and usage of received video frames for cloud gaming

A method is disclosed including setting, at a server, a server VSYNC signal to a server VSYNC frequency defining a plurality of frame periods. The server VSYNC signal corresponding to generation of a plurality of video frames at the server during the plurality of frame periods. The method including setting, at a client, a client VSYNC signal to a client VSYNC frequency. The method including sending a plurality of compressed video frames based on the plurality of video frames from the server to the client over a network using the server VSYNC signal. The method including decoding and displaying, at the client, the plurality of compressed video frames. The method including analyzing the timing of one or more client operations to set the amount of frame buffering used by the client, as the client receives the plurality of compressed video frames.

DEVICES, SYSTEMS, AND METHODS FOR DISTRIBUTED GAME ARCHITECTURE
20210178276 · 2021-06-17 ·

Devices, systems, and methods of the present disclosure are directed to providing a Science, Technology, Engineering, and Mathematics (STEM) based distributed games that allows two or more teams of players to develop mathematical and problem-solving skills. Game controllers allow each team to submit a number to a game device that performs one or more arithmetic operations on the set of numbers to compute a guess that is compared to a puzzle solution. If the guess equals the puzzle solution prior to a timer time period expiring, then the players win a reward, such as deploying a shower of confetti, providing candy, display of lights, conspicuous sounds, vibrations, and/or the like.

Time-dependent client inactivity indicia in a multi-user animation environment
10997767 · 2021-05-04 · ·

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.

Instrument game system and method

A game system and method that uses an instrument as an input encourages a user to play along with the game's soundtrack on an instrument (e.g. guitar, bass, etc.). The game cues the player to play notes and/or chords on the instrument at an appropriate time and then data is collected from the instrument via a connection between the instrument and the apparatus running the game. The game then scores the user based on note/chord and timing information it receives.

Virtual item promotions via time-period-based virtual item benefits
11030654 · 2021-06-08 · ·

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.