A63F13/20

Game controller with scroll wheel
11617945 · 2023-04-04 · ·

A video game controller is provided with at least one rotatable input mechanism such as a “scroll wheel”. The rotatable input mechanism is disposed within the body of the controller but protrudes partially through an aperture to allow a user to rotate the mechanism using a finger or thumb. The rotatable input mechanism may be positioned so that the user may rotate the mechanism while gripping the controller body with the same hand. The input from the rotatable input mechanism may be used to control various software functions, such as video game functions. In some versions the controller comprises a Gamepad style controller with a scroll wheel disposed at the thumb area of one or both of the hand grips.

Controller for video game console

An improved controller for a game console that is intended to be held by a user in both hands in the same manner as a conventional controller, which has controls on the front operable by the thumbs, and has two additional controls located on the back in positions to be operated by the middle fingers of a user.

Controller for video game console

An improved controller for a game console that is intended to be held by a user in both hands in the same manner as a conventional controller, which has controls on the front operable by the thumbs, and has two additional controls located on the back in positions to be operated by the middle fingers of a user.

System and method for generating input data from pose estimates of a manipulated object by using light data and relative motion data

A system and method for generating input data from a pose estimate for a pose (position and orientation) of a manipulated object operated in a three-dimensional environment that offers optical features. The manipulated object has an on-board photodetector for providing light data and an on-board auxiliary motion detection component for providing relative motion data indicative of a change in an orientation, a change in position or both (relative change in pose). A processor in communication with the on-board photodetector and auxiliary motion detection component uses light data to determine an absolute pose estimate at times t.sub.i and relative motion data to determine a relative pose change. The processor deploys a technique that combines the absolute pose estimate from the light data and the relative pose change from the relative motion data to provide the pose estimate at an application request time t.sub.r.

System and method for generating input data from pose estimates of a manipulated object by using light data and relative motion data

A system and method for generating input data from a pose estimate for a pose (position and orientation) of a manipulated object operated in a three-dimensional environment that offers optical features. The manipulated object has an on-board photodetector for providing light data and an on-board auxiliary motion detection component for providing relative motion data indicative of a change in an orientation, a change in position or both (relative change in pose). A processor in communication with the on-board photodetector and auxiliary motion detection component uses light data to determine an absolute pose estimate at times t.sub.i and relative motion data to determine a relative pose change. The processor deploys a technique that combines the absolute pose estimate from the light data and the relative pose change from the relative motion data to provide the pose estimate at an application request time t.sub.r.

Video compression system and method for reducing the effects of packet loss over a communication channel

Methods for hosting low-latency streaming interactive audio/video (A/V) include executing one or more video games or applications on a server communicatively coupled to a data network. Packet streams are received from a plurality of users and routed to the one or more video games. The packet streams include user control input that are used to compute A/V data in response. The A/V data are received from the video games or applications. Portions of the A/V data are compressed in parallel using processing units resulting in low-latency streaming compressed A/V data. The low-latency streaming compressed A/V data are routed to each of the users over a corresponding data network communication channel. The executing of video games, receiving of packet streams and A/V data, compressing portions of the A/V data and routing the compressed A/V data are performed with a latency such that at least one user has the perception that the controlled video game is responding instantly.

Video compression system and method for reducing the effects of packet loss over a communication channel

Methods for hosting low-latency streaming interactive audio/video (A/V) include executing one or more video games or applications on a server communicatively coupled to a data network. Packet streams are received from a plurality of users and routed to the one or more video games. The packet streams include user control input that are used to compute A/V data in response. The A/V data are received from the video games or applications. Portions of the A/V data are compressed in parallel using processing units resulting in low-latency streaming compressed A/V data. The low-latency streaming compressed A/V data are routed to each of the users over a corresponding data network communication channel. The executing of video games, receiving of packet streams and A/V data, compressing portions of the A/V data and routing the compressed A/V data are performed with a latency such that at least one user has the perception that the controlled video game is responding instantly.

Data play method and terminal

A data play method is provided. In response to an access operation on a virtual space, a terminal acquires a plurality of pieces of first interaction data issued in the virtual space by a plurality of first user accounts and a first matching degree corresponding to each piece of the first interaction data, and simultaneously plays at least two pieces of second interaction data among the plurality of pieces of first interaction data on a playing interface of the virtual space based on the first matching degrees corresponding to the plurality of pieces of first interaction data, such that play manners of the second interaction data having different first matching degrees are different.

Data play method and terminal

A data play method is provided. In response to an access operation on a virtual space, a terminal acquires a plurality of pieces of first interaction data issued in the virtual space by a plurality of first user accounts and a first matching degree corresponding to each piece of the first interaction data, and simultaneously plays at least two pieces of second interaction data among the plurality of pieces of first interaction data on a playing interface of the virtual space based on the first matching degrees corresponding to the plurality of pieces of first interaction data, such that play manners of the second interaction data having different first matching degrees are different.

DISPENSING MECHANISM AND GAME DEVICE
20230372832 · 2023-11-23 ·

This dispensing mechanism of the present invention is configured to dispense objects with a game. The mechanism includes: an accommodating part for accommodating the objects; a dispensing-candidate holding part for holding the objects as dispensing candidates; a pushing mechanism for pushing each of the objects accommodated in the accommodating part to the dispensing-candidate holding part; and a control part for controlling operation of the pushing mechanism