Patent classifications
A63F13/5375
GENERATING MARK INFORMATION ON A VIRTUAL OBJECT
A method for generating mark information in a virtual environment includes displaying a target-perspective picture showing the virtual environment, a sight bead pointing to an aiming position, and receiving a mark operation triggered on a mark control interface. The method further includes, in response to receiving the mark operation, generating, according to the received mark operation, mark information on a virtual object to which the aiming position points. The virtual object on which the mark information is generated is a movable object, a virtual prop, a virtual building, or a virtual landscape object in the virtual environment. The generated mark information is visible at a position of the virtual object in the virtual environment to one or more teammates of the virtual character.
GAMING EXPERT CONNECTION FOR GAMING ASSISTANCE
An information handling system may receive a request from a user for expert assistance associated with a gaming application. The information handling system may determine a recommendation of one or more experts from a plurality of available experts based, at least in part, on the gaming application and one or more gaming characteristics of each of the plurality of available experts. The information handling system may initiate a gaming assistance session between the user and at least one of the determined experts.
Identifying player engagement to generate contextual game play assistance
The present disclosure describes methods and systems directed towards identifying player engagement to generate contextual game play assistance. User gameplay information is monitored so that the user can be provided assistance within the video game where the user may have problems. User gameplay information is monitored in order to identify what type(s) of assistance could be provided to the user. The information can be based on the current level of frustration of the user with the video game.
Visual feedback system
A visual feedback system can include a display panel, an interface unit, and at least one visual feedback device. The at least one visual feedback device can be configured to provide cues for audio generated within a virtual environment.
Visual feedback system
A visual feedback system can include a display panel, an interface unit, and at least one visual feedback device. The at least one visual feedback device can be configured to provide cues for audio generated within a virtual environment.
Non-transitory computer-readable storage medium having game program stored therein, game apparatus, game process method, and game system
Execution of a first game is started at the same start timing as those of opponents. In the first game, a player object is controlled on the basis of the player's operation, and second game data regarding the game states of second games for the opponents are acquired. Further, first game data regarding the game state of the first game is transmitted to the opponents. In the first game, a first obstructing object for obstructing advancement of the first game appears on the basis of a predetermined rule. Further, if the second game data indicates that the opponent has successfully performed a predetermined action on the first obstructing object appearing in the second game, a second obstructing object is caused to appear in the first game.
Personalized user interface based on in-application behavior
Methods and systems to provide a user interface to access games available for a user account. Selection of a game for game play is detected at the user interface and, in response, a game play is initiated. Interactions provided by a user during game play are used to affect an outcome of the game. The interactions are analyzed to determine game behavior of the user. Behavior metrics are generated for different portions of the game, based on the user's game behavior. The behavior metrics for the user for the game are associated with a game icon of the game provided on the user interface, the association causes specific ones of the behavior metrics to be rendered for the different portions of the game during subsequent game play and are provided to help the user to improve the user's game play for the different portions of the game.
Personalized user interface based on in-application behavior
Methods and systems to provide a user interface to access games available for a user account. Selection of a game for game play is detected at the user interface and, in response, a game play is initiated. Interactions provided by a user during game play are used to affect an outcome of the game. The interactions are analyzed to determine game behavior of the user. Behavior metrics are generated for different portions of the game, based on the user's game behavior. The behavior metrics for the user for the game are associated with a game icon of the game provided on the user interface, the association causes specific ones of the behavior metrics to be rendered for the different portions of the game during subsequent game play and are provided to help the user to improve the user's game play for the different portions of the game.
Automated weapon selection for new players using AI
An inexperienced computer simulation player is assisted in playing the simulation by identifying in previously-played simulations successful players in terms of simulation play. The virtual weapons selected by those players are identified and a recommendation of the weapon presented to the inexperienced player of the computer simulation.
Attribute value restoration method and apparatus, storage medium, and electronic device
An attribute value restoration method and apparatus, a storage medium, and an electronic device are provided. The method includes: obtaining a current attribute value of a life attribute of a first object in a virtual scene displayed by a client; based on a determination that the current attribute value is a first threshold, controlling a target attribute of the first object to become effective, the target attribute having an attribute value in a preset range, and controlling the attribute value of the target attribute to start to decrease in the preset range; and restoring the attribute value of the life attribute of the first object to a third threshold based on a determination that a target operation triggered by using the client is completed before the attribute value of the target attribute decreases to a second threshold in the preset range, the third threshold being greater than the first threshold.