Patent classifications
A63F2300/646
SYSTEM AND METHOD FOR INDIVIDUAL PLAYER AND TEAM SIMULATION
A computing system retrieves historical event data for a plurality of games in a league. The historical event data includes (x,y) coordinates of players within each game and game context data. The computing system learns one or more attributes of each team in each game and each player on each team in each game. The computing system receives a request to simulate a play in a historical game. The request includes substituting a player that was in the play with a target player that was not in the play. The computing system simulates the play with the target player in place of the player based on the one or more attributes learned by the computing system. The computing system generates a graphical representation of the simulation.
Systems and methods for facilitating virtual vehicle operation corresponding to real-world vehicle operation
Systems and methods for facilitating virtual operation of a virtual vehicle within a virtual environment based on real-life vehicle operation are disclosed. According to aspects, a computing device may access a data model indicative of real-world operation of a real-world vehicle by a real-world operator and, based on the data model, determine virtual operation of the virtual vehicle that corresponds to the real-world operation of the real-world vehicle. The computing device may display, in a user interface, the virtual vehicle undertaking the virtual operation such that the real-life operator may review the virtual operation and potentially be motivated to improve his/her real-world vehicle operation.
Virtual golf simulation apparatus and method for supporting generation of virtual green
Disclosed herein are a virtual golf simulation apparatus and method. The virtual golf simulation apparatus includes an image processing unit, a manipulation unit, and a green setting unit. The image processing unit provides an image of a basic set green on which a user will perform putting. The manipulation unit provides an interface that enables the user to set the lie of the basic set green. The green setting unit generates a user-set green by processing received setting information via the manipulation unit. The image processing unit provides the image of the user-set green.
GAME PROGRAM AND GAME APPARATUS
A forward direction line is set on a course, in a virtual game world, on which a player object is allowed to move. An advancing direction at a current position of the player object is determined based on the forward direction line. The advancing direction is determined as a direction in which the player object advances so as to control a movement of a player character in accordance with an acceleration instruction, and a leftward-rightward movement instruction from a player. Consequently, it is possible to assist the player in controlling a direction in which an object operated by the player moves.
METHOD AND APPARATUS FOR PREVENTING A COLLISION BETWEEN SUBJECTS
An apparatus for executing a computer game is provided. The apparatus includes an output unit configured to transmit a first image generated based on a form of a first user participating in the computer game and a second image generated based on a form of a second user participating in the computer game to a display apparatus, and a control unit configured to predict a possibility of a collision between the first user and the second user, and to control transmitting warning information indicating the possibility of the collision to the display apparatus via the output unit, according to a result of the predicting.
Holding and releasing virtual objects
Techniques and devices for determining how to present the release of the virtual object based at least in part on received sensor data is described herein. For example, when the hardware and/or software determines that the virtual object is to be released, the hardware and/or software may calculate one or more of a velocity of the object (e.g., speed and direction), a position at which the virtual object is to be released, a trajectory of the virtual object from the position of release to the landing point of the virtual object, a landing location of the virtual object, and/or the like. The hardware and/or software may then present the virtual object being released according to this determined information.
NEURAL ANIMATION LAYERING FOR SYNTHESIZING MOVEMENT
In some embodiments, the dynamic animation generation system can provide a deep learning framework to produce a large variety of martial arts movements in a controllable manner from unstructured motion capture data. The system can imitate animation layering using neural networks with the aim to overcome challenges when mixing, blending and editing movements from unaligned motion sources. The system can synthesize movements from given reference motions and simple user controls, and generate unseen sequences of locomotion, but also reconstruct signature motions of different fighters. For achieving this task, the dynamic animation generation system can adopt a modular framework that is composed of the motion generator, that maps the trajectories of a number of key joints and root trajectory to the full body motion, and a set of different control modules that map the user inputs to such trajectories.
METHOD AND SYSTEM FOR ATHLETIC MOTION ANALYSIS AND INSTRUCTION
A system and method for analyzing and improving the performance of a body motion of an animal or human subject requires instrumenting a subject with inertial sensors, monitoring a body motion of interest, converting sensor data into motion data and animation, comparing the motion data with existing data for motion related performance parameters, providing a real-time, information rich, animation and data display of the results in color coded displays; and based on the results prescribing a training regime with exercises selected from a library of standardized exercises using standardized tools and training aids.
METHOD AND SYSTEM FOR ATHLETIC MOTION ANALYSIS AND INSTRUCTION
A system and method for analyzing and improving the performance of a body motion of an animal or human subject requires instrumenting a subject with inertial sensors, monitoring a body motion of interest, converting sensor data into motion data and animation, comparing the motion data with existing data for motion related performance parameters, providing a real-time, information rich, animation and data display of the results in color coded displays; and based on the results prescribing a training regime with exercises selected from a library of standardized exercises using standardized tools and training aids.
INFORMATION PROCESSING PROGRAM, INFORMATION PROCESSING DEVICE, INFORMATION PROCESSING SYSTEM, AND INFORMATION PROCESSING METHOD
An information processing system for controlling movements of a character (200) in a virtual three-dimensional space, comprising movement control unit (231) that controls the movements of the character (200), and a switching determination unit (232) that determines switching of the movement of the character (200) by the movement control unit (231) between a three-dimensional movement in the virtual three-dimensional space and a movement in a predetermined surface (211) provided in the virtual three-dimensional space. The movement control unit (231) determines a speed of the character (200) after the switching on the basis of a speed of the character (200) before the switching when the switching is performed between the three-dimensional movement in the virtual three-dimensional space and the movement in the predetermined surface (211).