Patent classifications
A63F13/5375
SYSTEM AND METHOD FOR THE CONSTRUCTION OF INTERACTIVE VIRTUAL OBJECTS
A system for constructing an interactive virtual object in a virtual environment implemented in a computer. The virtual environment comprises a first virtual construction element carrying a first interactive behavior and a second virtual construction element not carrying the first interactive behavior. The first and second virtual construction elements are connectable to each other by means of a coupling mechanism to form a combined virtual object. The first virtual construction element imparts the first interactive behavior to the combined virtual object when the first and second construction elements are connected to each other. The virtual environment is further configured to allow the user to interact with the virtual environment in a plurality of operational modes of progressing complexity of interaction with the virtual environment.
Directional wireless communication
A method for establishing communication between a portable electronic device and an electronic gaming machine within a gaming environment includes receiving wireless signal data transmitted from the portable electronic device, determining a wireless signal strength relative to the electronic gaming machine based on the wireless signal data, and based on a determination that the wireless signal strength relative to the electronic gaming machine has increased, exceeded a predetermined threshold level, and leveled off for an amount of time exceeding a time threshold after becoming stronger, initiating a wireless communication link between the electronic gaming machine and the portable electronic device.
Directional wireless communication
A method for establishing communication between a portable electronic device and an electronic gaming machine within a gaming environment includes receiving wireless signal data transmitted from the portable electronic device, determining a wireless signal strength relative to the electronic gaming machine based on the wireless signal data, and based on a determination that the wireless signal strength relative to the electronic gaming machine has increased, exceeded a predetermined threshold level, and leveled off for an amount of time exceeding a time threshold after becoming stronger, initiating a wireless communication link between the electronic gaming machine and the portable electronic device.
Method, device, and storage medium for displaying azimuth in virtual scene
The present disclosure describes methods, devices, and storage medium for displaying an azimuth in a virtual scene, which belongs to the field of computer technologies. The method includes obtaining, by a device, an orientation azimuth of a virtual object in a virtual scene. The device includes a memory storing instructions and a processor in communication with the memory. The method further includes obtaining, by the device, a plurality of azimuths, angles between the plurality of azimuths and the orientation azimuth being no larger than a preset angle, the plurality of azimuths comprising first azimuths and second azimuths. The method also includes symmetrically distributing, by the device, the first azimuths and the second azimuths centered and on two sides of the orientation azimuth to obtain a target horizontal bar dial; and displaying, by the device, the target horizontal bar dial in a visual field image of the virtual object.
GENERATING COLLECTIBLE ITEMS BASED ON LOCATION INFORMATION
Method for generating collectible media content items based on location information starts with processor receiving location information from location sensor coupled to first client computing device. Processor causes a map interface to be displayed that includes avatar of first user at a location based on the location information and a subset of a plurality of collectible items associated with geographical coordinates. When the first client computing device is determined to be within predetermined distance from a selected collectible item, processor causes front facing camera view to be displayed on the first client computing device, causes lens corresponding to selected collectible item to be applied to the front facing camera view, and causes the image of the selected collectible item displayed on the front facing camera view to change. Lens includes image of the selected collectible item that is overlaid on front facing camera view. Other embodiments are described herein.
GENERATING COLLECTIBLE ITEMS BASED ON LOCATION INFORMATION
Method for generating collectible media content items based on location information starts with processor receiving location information from location sensor coupled to first client computing device. Processor causes a map interface to be displayed that includes avatar of first user at a location based on the location information and a subset of a plurality of collectible items associated with geographical coordinates. When the first client computing device is determined to be within predetermined distance from a selected collectible item, processor causes front facing camera view to be displayed on the first client computing device, causes lens corresponding to selected collectible item to be applied to the front facing camera view, and causes the image of the selected collectible item displayed on the front facing camera view to change. Lens includes image of the selected collectible item that is overlaid on front facing camera view. Other embodiments are described herein.
SYSTEM AND METHOD FOR INTEGRATING HUMAN-ONLY READABLE MEDIA INTO GAME PLAY
A computer game system including a game screen that has at least one game play element, and at least one human-only readable medium, such that the human-only readable medium displays information about the at least one game play element instructing a player how to successfully accomplish a game task, and a device and non-transitory computer-readable medium having instructions to run such a system.
Driving virtual influencers based on predicted gaming activity and spectator characteristics
A method is provided, including the following operations: monitoring gameplay activity in a plurality of game sessions, wherein the monitoring includes, for each game session, analyzing the gameplay activity in said game session to predict future gameplay activity in said game session; identifying one or more characteristics of a plurality of spectators interacting with a virtual character, wherein each of the spectators interacting with the virtual character accesses, over a network, a channel that is attributed to the virtual character; through the channel, providing access to the spectators to spectate a selected game session that is one of the plurality of game sessions, selected based on the predicted future gameplay activity and based on the characteristics of the plurality of spectators.
Systems and methods for coaching a user for game play
A method for processing a self-coaching interface is described. The method includes identifying a gameplay event during gameplay by a user. The gameplay event is tagged as falling below a skill threshold. The method further includes generating a recording for a window of time for the gameplay event and processing game telemetry for the recording of the gameplay event. The game telemetry is used to identify a progression of interactive actions before the gameplay event for the window of time. The method includes generating overlay content in the self-coaching interface. The overlay content is applied to one or more image frames of the recording when viewed via the self-coaching interface. The overlay content appears in the one or more image frames during a playback of the recording. The overlay content provides hints for increasing a skill of the user to be above the skill threshold.
Computer-readable non-transitory storage medium having game program stored therein, processing apparatus, processing system, and game process control method
A first game process that proceeds independently of a second game process related to opponents for a user is performed. State data indicating a second game state of the second game process related to each of a plurality of the opponents is sequentially acquired, and a display image including a first image reflecting a first game state of the first game process and a plurality of second images reflecting the second game states indicated by the state data is sequentially generated. At least one policy is selected on the basis of an operation by the user, a target is specified from among the plurality of the opponents on the basis of the selected policy, and an instruction that changes a game state of the target is made if a game state of the user satisfies a predetermined condition.