Patent classifications
A63F13/5258
STORAGE MEDIUM STORING GAME PROGRAM, GAME SYSTEM, GAME APPARATUS, AND GAME PROCESSING METHOD
Displaying is performed based on a map image of an area in a first state including map information or a map image of an area in a second state not including the map information. When a first condition is satisfied at a first location on a ground field of a first ground area, a ground map of the first ground area and an airspace map of a first airspace area above the first location are changed from the second state to the first state. When the first condition is satisfied, a player character is moved from the first location to a second location in an airspace field of the first airspace area, and movement control based on a user's movement operation input is resumed after the movement to the second location.
STORAGE MEDIUM STORING GAME PROGRAM, GAME SYSTEM, GAME APPARATUS, AND GAME PROCESSING METHOD
Displaying is performed based on a map image of an area in a first state including map information or a map image of an area in a second state not including the map information. When a first condition is satisfied at a first location on a ground field of a first ground area, a ground map of the first ground area and an airspace map of a first airspace area above the first location are changed from the second state to the first state. When the first condition is satisfied, a player character is moved from the first location to a second location in an airspace field of the first airspace area, and movement control based on a user's movement operation input is resumed after the movement to the second location.
Apparatus and Method of Mapping a Virtual Environment
A method of mapping a virtual environment comprises obtaining a first sequence of video images output by a videogame title; obtaining a corresponding sequence of in-game virtual camera positions at which the video images were created; obtaining a corresponding sequence of depth buffer values for a depth buffer used by the videogame whilst creating the video images; and for each of a plurality of video images and corresponding depth buffer values of the obtained sequences, obtain mapping points corresponding to a sampling distribution of points over the area of a respective video image and their associated depth values; wherein respective mapping points are obtained by projecting co-ordinated derived from the sample points from the video image and associated depth values back into a 3D game world co-ordinate system of the videogame title; thereby obtaining a point cloud dataset of mapping points corresponding to the first sequence of video images.
SCALED VR ENGAGEMENT AND VIEWS IN AN E-SPORTS EVENT
The present disclosure describes methods and systems directed towards providing scaled engagement and views of an e-sports event. Instead of providing the same distribution of live e-sport event data to all remote viewers of a live e-sports event, features associated with e-sports gaming network could be used to customize the distribution of live e-sport event data to promote immersive viewer experience. The enhanced immersion can also be carried out in a virtual reality or augmented reality setting. The features would be capable of providing additional information, different views, and a variety of different commentators for the e-sports event so that the viewer can be more engaged when viewing the particular e-sports event. With the increased engagement from remote viewers, the distribution of live e-sports event data can also be further modified for monetization by incorporating advertisements as well.
ORIENTATION TAG FOR PROVIDING ORIENTATION INFORMATION
An orientation tag provides orientation information and, by affixing the orientation tag to an object, orientation information of the object. The orientation tag displays different orientation information based on viewing the orientation tag at different angles. In particular, the orientation tag displays an angle and direction that the orientation tag is rotated about a horizontal axis relative to a viewer, and an angle and direction that the orientation tag is rotated about a vertical axis relative to the viewer. Viewing the orientation tag enables determining an angle and direction (e.g., depth information) that the orientation tag is rotated about a depth axis relative to the viewer. The orientation information and the depth information facilitate determining the orientation of the orientation tag in three dimensions. An output device outputs a user interactive experience based on the orientation information and the depth information provided by the orientation tag.
METHODS AND SYSTEMS FOR SPECTATING CHARACTERS IN FOLLOW-MODE FOR VIRTUAL REALITY VIEWS
Methods and systems for spectating a live video game are presented. In one embodiment, a method for performing an automated catch-up to a player is provided. The method includes providing an interface for presenting a first view of a video game on a client device where the first view has a first vantage point and includes a game player. The method includes an operation for providing a portal within the interface for presenting a second view of the game object, the second view having a second vantage point. The method further includes an operation for moving the second vantage point toward the game object within the portal. Additionally, the method provides an operation for removing the portal.
METHODS AND SYSTEMS FOR SPECTATING CHARACTERS IN FOLLOW-MODE FOR VIRTUAL REALITY VIEWS
Methods and systems for spectating a live video game are presented. In one embodiment, a method for performing an automated catch-up to a player is provided. The method includes providing an interface for presenting a first view of a video game on a client device where the first view has a first vantage point and includes a game player. The method includes an operation for providing a portal within the interface for presenting a second view of the game object, the second view having a second vantage point. The method further includes an operation for moving the second vantage point toward the game object within the portal. Additionally, the method provides an operation for removing the portal.
Multiplayer teleportation and summoning
In a method according to the present disclosure a user in a virtual reality space identifies a desired location for moving another user within the space. The desired location is tested for suitability for teleportation or summoning. A list of clients available for moving to the desired location is identified and stored. The user selects one or more clients to move to the desired location, and the selected clients are summoned to the desired location.
Artificial intelligence (AI) controlled camera perspective generator and AI broadcaster
A method for generating broadcasts including receiving game state data and user data of players participating in a gaming session of a video game. A spectator zone-of-interest in the gaming session is identified having a scene of a virtual gaming world that is viewable from camera perspectives in the virtual gaming world. Statistics and facts are generated for the gaming session based on the game state data and the user data using a first AI model trained to isolate game state data and user data that are of interest by spectators. Narration is generated for the scene using a second AI model configured to select statistics and facts from the statistics and facts generated using the first AI model, the selected statistics and facts having a highest potential spectator interest as determined by the second AI model configured to generate the narration using the selected statistics and facts.
Artificial intelligence (AI) controlled camera perspective generator and AI broadcaster
A method for generating broadcasts including receiving game state data and user data of players participating in a gaming session of a video game. A spectator zone-of-interest in the gaming session is identified having a scene of a virtual gaming world that is viewable from camera perspectives in the virtual gaming world. Statistics and facts are generated for the gaming session based on the game state data and the user data using a first AI model trained to isolate game state data and user data that are of interest by spectators. Narration is generated for the scene using a second AI model configured to select statistics and facts from the statistics and facts generated using the first AI model, the selected statistics and facts having a highest potential spectator interest as determined by the second AI model configured to generate the narration using the selected statistics and facts.