Patent classifications
A63F13/5252
METHOD AND SYSTEM FOR MANAGING EMOTIONAL RELEVANCE OF OBJECTS WITHIN A STORY
A method for determining cinematic shot quality of objects of interest within a frame of a video associated with a video game is disclosed. A plurality of objects of interest are determined from a set of objects from within the video game. Game state data is received from the game. The game state data describes at least a set of events occurring within the game. A plurality of interest level values is determined. A plurality of starvation values is determined for the plurality of objects of interest. A plurality of urgency values is determined for the plurality of objects of interest. A data structure is generated for use in managing cinematography associated with the frame. The data structure facilitates looking up of the plurality of interest level values and urgency values.
Online Platform For Simultaneous Multiplayer Video Gaming And Broadcasting
A method and a combined streaming platform for broadcasting a video game are provided. The combined streaming platform receives a first stream of the video game from a first user device, and a second stream of the video game from a second user device. The first stream and the second stream comprise one or more of an audio and a plurality of images representing a gameplay of the video game. The combined streaming platform creates a video game stream comprising the first stream and the second stream of the video game. The video game stream is configured to be displayed on a viewer device for simultaneously displaying the first stream and the second stream of the video game. The combined streaming platform broadcasts the video game stream to one or more viewer devices.
INFORMATION PROCESSING APPARATUS, INFORMATION PROCESSING METHOD, AND RECORDING MEDIUM
An information processing apparatus in which a player plays a game by controlling a player character is provided. The information processing apparatus includes a memory, and a processor coupled to the memory and configured to generate a game image in accordance with an operation by the player, generate another image of another character or an object other than the player character, in a case where the another character or the object is in a state to be affected by the player character in the game, and superimpose and display the another image on the game image.
Systems and Methods for Customized Camera Views and Customizable Objects in Virtualized Environments
Systems and methods for providing customized camera views and customized objects within virtualized environments are provided herein. In one embodiment a method includes detecting a gameplay event of interest within a virtual gaming environment and displaying a customized camera view of the gameplay event of interest based on user input receiving during traversal of a projectile from a weapon to a target. The customized camera view has a focal point of the projectile. In some embodiments the projectile has a virtual wrapper that can include a user-provided image.
Systems and Methods for Customized Camera Views and Customizable Objects in Virtualized Environments
Systems and methods for providing customized camera views and customized objects within virtualized environments are provided herein. In one embodiment a method includes detecting a gameplay event of interest within a virtual gaming environment and displaying a customized camera view of the gameplay event of interest based on user input receiving during traversal of a projectile from a weapon to a target. The customized camera view has a focal point of the projectile. In some embodiments the projectile has a virtual wrapper that can include a user-provided image.
Game Scene Display Control Method and System and Storage Medium
A game scene display control method and system and a storage medium are provided. A game includes a first game character controlled by a first client (210) and a second game character controlled by a second client (220), the first game character belongs to a first character faction (120), and the second game character belongs to a second character faction (130). The method includes: a first game content is displayed on the first client (210), the first game content including a first game scene (111); a second game content is displayed on the second client (220), the second game content including a second game scene (112), and the first game scene (111) is mirror imaging symmetrical to the second game scene (112) based on a symmetrical mirror plane.
Game Scene Display Control Method and System and Storage Medium
A game scene display control method and system and a storage medium are provided. A game includes a first game character controlled by a first client (210) and a second game character controlled by a second client (220), the first game character belongs to a first character faction (120), and the second game character belongs to a second character faction (130). The method includes: a first game content is displayed on the first client (210), the first game content including a first game scene (111); a second game content is displayed on the second client (220), the second game content including a second game scene (112), and the first game scene (111) is mirror imaging symmetrical to the second game scene (112) based on a symmetrical mirror plane.
Initiating real-time games in video communications
In one embodiment, a method includes, by a client system of a first user, receiving an input to initiate a first game within a first layer of a communication interface, wherein the communication interface comprises one or more layers containing a live video communication between the first user and a second user, wherein the first layer comprises a video communication of the second user; executing a gaming protocol associated with the first game; generating a game container in a second layer of the communication interface to contain the first game in a full-screen view of the communication interface; reducing the first layer containing the video communication of the second user to a thumbnail within the communication interface; and overlaying, by the client system, the first layer onto the second layer based on one or more parameters set by the gaming protocol.
INFORMATION PROCESSING PROGRAM
A non-transitory storage medium according to the present disclosure is a storage medium storing therein a program that is readable by a computer of an information processing apparatus, the program that is configured to cause the computer to function as: a first object display unit configured to display a player object in a first display mode in a first game space; a first object control unit configured to perform three-dimensional control for causing the player object displayed in the first display mode to perform three-dimensional movement in the first game space based on an operation performed by a user; an option generation unit configured to generate an image for allowing the user to, from among options respectively corresponding to a plurality of second game spaces, select one of the second game spaces as a selected game space.
Multi-screen interactions in virtual and augmented reality
Techniques for providing multi-screen interaction in an interactive application. A primary device establishes an application session. The application session includes a virtual environment relating to a physical environment in which the primary user device is located. The primary user device is configured to display a graphical image relating to a primary virtual camera view of the virtual environment. A secondary virtual camera view of the virtual environment, relating to the primary virtual camera view, is determined. The primary user device transmits image data relating to the secondary virtual camera view from the primary user device to a secondary user device, which is configured to display a graphical image based on the image data. Responsive to receiving an interaction request from the secondary user device, the primary user device controls the application session based on the interaction request.