Patent classifications
A63F13/30
Marketing system for awarding of marketing dollars to associated preselected users
A gaming device configured to operate in a marketing mode or a standard gaming mode dependent upon the determination of whether the user is a preselected user or not.
Method and apparatus for improving efficiency without increasing latency in emulation of a legacy application title
Aspects of the present disclosure describe methods and apparatuses for improving efficiency in emulation. An emulated CPU receives inputs and generates a first set of frames. The frames are stored in a buffer on the emulator. Once all of the frames in the first set of frames have been produced, the contents of the buffer may be delivered to an emulated GPU. Each frame is then rendered by the emulated GPU. It is emphasized that this abstract is provided to comply with the rules requiring an abstract that will allow a searcher or other reader to quickly ascertain the subject matter of the technical disclosure. It is submitted with the understanding that it will not be used to interpret or limit the scope or meaning of the claims.
Method of synchronizing online game, and server device
The present disclosure provides a method of synchronizing an online game, and a server device, that do not require centralized information management, reduce the processing burden on each device during online communication, and allow for continuation of processing in an offline environment. A method, according to the present disclosure, of synchronizing an online game that allows for transmission and reception of information related to game processing between a first client terminal and a second client terminal via a server includes: receiving, from the first client terminal connected online, first information related to game processing on the first client terminal; determining whether the first information is information that determines a game status; and storing the first information on the server and transmitting the first information to the second client terminal when the first information is determined to be information that determines the game status.
Automatic generation of social group for an online-user
A method comprises the steps of: selecting in a server, a subset of a plurality users of an online environment for a first user, wherein when in said online environment, said first user interacts with one or more users of said subset of the plurality users.
Automatic generation of social group for an online-user
A method comprises the steps of: selecting in a server, a subset of a plurality users of an online environment for a first user, wherein when in said online environment, said first user interacts with one or more users of said subset of the plurality users.
Web-Based Game Controller
A video game system includes a video server system (VSS) having a first network address. The VSS pairs a game controller having a second network address with a display system having a third network address. The VSS receives controller data packets directed to the first network address from the game controller over a first communication channel. The controller data packets include the second network address and information for updating a game state of a video game. The VSS decodes the controller data packets and directs generation of an updated game state of the video game using information within the controller data packets. The VSS generates a video stream of the video game using the updated game state. The VSS transmits the video stream to the display system at the third network address over a second communication channel. The first and second communication channels differ by at least one network segment.
Time-dependent client inactivity indicia in a multi-user animation environment
A method for managing a multi-user animation platform is disclosed. A three-dimensional space within a computer memory is modeled. An avatar of a client is located within the three-dimensional space, the avatar being graphically represented by a three-dimensional figure within the three-dimensional space. The avatar is responsive to client input commands, and the three-dimensional figure includes a graphical representation of client activity. The client input commands are monitored to determine client activity. The graphical representation of client activity is then altered according to an inactivity scheme when client input commands are not detected. Following a predetermined period of client inactivity, the inactivity scheme varies non-repetitively with time.
Time-dependent client inactivity indicia in a multi-user animation environment
A method for managing a multi-user animation platform is disclosed. A three-dimensional space within a computer memory is modeled. An avatar of a client is located within the three-dimensional space, the avatar being graphically represented by a three-dimensional figure within the three-dimensional space. The avatar is responsive to client input commands, and the three-dimensional figure includes a graphical representation of client activity. The client input commands are monitored to determine client activity. The graphical representation of client activity is then altered according to an inactivity scheme when client input commands are not detected. Following a predetermined period of client inactivity, the inactivity scheme varies non-repetitively with time.
Computer-controlled sidewalk tiles
Command instruction data can be generated via a computerized control system, with the instruction data being formatted to prompt a plurality of tile units to change their output. The instruction data can be sent from the control system to the tile units, with each of the tile units including a tile controller connected to one or more tiles embedded in one or more sidewalk floors, and with each of the tiles including a user interface output device. At least part of the instruction data from the control system can be received via a tile controller of a tile unit. At least part of the instruction data can be processed via the tile controller. In response, the user interface output device of the tile can be signaled via the tile controller to change the output of the output device.
WEARABLE DEVICE FOR DELIVERING AIR
A personal entertainment respiratory apparatus provides air to a user to provide a fully immersive entertainment experience. The personal entertainment system may comprise a flow generator for providing the flow of air. A personal spatial respiratory interface may be coupled to the flow generator. The personal spatial respiratory interface may comprise an outlet for the flow generator. The personal spatial respiratory interface may further be configured to direct the flow of air within an ambient breathing proximity of a user. The personal entertainment respiratory apparatus may further comprise a controller and a sensory particle dispenser. The controller and sensory particle dispenser may be configured to selectively activate release of a sensory particle from the dispenser into the directed flow of air in response to an entertainment triggering signal.