Patent classifications
A63F13/30
Massively-multiplayer-online-game avatar customization for non-game media
The present invention describes methods to customize massively-multiplayer-online-game (MMOG) Avatars beyond what can be displayed during general game-play. General game play refers to when a user is in a game with control of their Avatar. One knowledgeable in the art would understand that MMOGs are limited by their game engines to the complexity of Avatars that may be displayed to a user during general game-play, while maintaining acceptable frame rates. Furthermore one knowledgeable in the art would understand that Avatar complexity may further be limited due to the target machine the MMOG is designed to run on. The current invention describes methods to produce a custom Avatar image for non-game use, wherein the custom Avatar has higher resolution and greater choices than are available in-game.
Message interface expansion system
Systems and methods directed to detecting user selection of an application icon, retrieving a first and second category of applications in response to detecting the user selection of the application icon, and generating an application interface associated with a chat interface, that concurrently displays the first and second category of applications, as well as a selection mechanism that includes a game selector, commercial selector, and a collective selector.
Message interface expansion system
Systems and methods directed to detecting user selection of an application icon, retrieving a first and second category of applications in response to detecting the user selection of the application icon, and generating an application interface associated with a chat interface, that concurrently displays the first and second category of applications, as well as a selection mechanism that includes a game selector, commercial selector, and a collective selector.
Video game in which groups of players earn reward boxes
A social game capable of adding or improving unexpectedness, dramatic impact, and taste when a reward is provided to a player, and hence capable of raising the player's motivation to participate in or continue the game. A unit for storing information related to a game in which multiple players can participate stores a reward providing condition, rewards, and reward box information, and a control unit for accessing information related to the game, performing computation on the game, and displaying images of the game on terminal devices operated by players allocates at least one reward out of the rewards to the reward box, determines whether the reward providing condition is met based on match-up situations or match-up results between players and first game characters in the game, and displays, on the terminal devices, a screen for providing the reward to players based on the determination results.
Video game in which groups of players earn reward boxes
A social game capable of adding or improving unexpectedness, dramatic impact, and taste when a reward is provided to a player, and hence capable of raising the player's motivation to participate in or continue the game. A unit for storing information related to a game in which multiple players can participate stores a reward providing condition, rewards, and reward box information, and a control unit for accessing information related to the game, performing computation on the game, and displaying images of the game on terminal devices operated by players allocates at least one reward out of the rewards to the reward box, determines whether the reward providing condition is met based on match-up situations or match-up results between players and first game characters in the game, and displays, on the terminal devices, a screen for providing the reward to players based on the determination results.
Dynamic game difficulty modification via swipe input parater change
A system, a non-transitory machine-readable storage medium storing instructions, and a computer-implemented method to adjust twitch response and collision determination to a player's skill level is provided. Gameplay information of a computer-implemented game is accessed. The gameplay information including input information indicating one or more attributes of gameplay input provided by the player. A gameplay skill level of the player of the player is estimated based on the one or more gameplay input attributes. Based on the estimated gameplay skill level of the player, respective values of one or more gameplay parameters that determine on-screen behavior of virtual in-game objects are modified, thereby a gameplay difficulty level is modified.
Dynamic game difficulty modification via swipe input parater change
A system, a non-transitory machine-readable storage medium storing instructions, and a computer-implemented method to adjust twitch response and collision determination to a player's skill level is provided. Gameplay information of a computer-implemented game is accessed. The gameplay information including input information indicating one or more attributes of gameplay input provided by the player. A gameplay skill level of the player of the player is estimated based on the one or more gameplay input attributes. Based on the estimated gameplay skill level of the player, respective values of one or more gameplay parameters that determine on-screen behavior of virtual in-game objects are modified, thereby a gameplay difficulty level is modified.
COLLABORATIVE AUGMENTED REALITY
Augmented reality presentations are provided at respective electronic devices. A first electronic device receives information relating to modification made to an augmented reality presentation at a second electronic device, and the first electronic device modifies the first augmented reality presentation in response to the information.
Systems and methods for virtual reality based driver training
Systems and methods for providing driver training in a virtual reality environment are disclosed. According to some aspects, an appropriate virtual reality driving simulation may be determined based on one or more input parameters provided by a user. The virtual reality driving simulation may include: (i) an instructional lesson, to be rendered in virtual reality, for teaching driving-related rules and/or skills to a user, and (ii) a driving scenario, to be rendered in virtual reality, for the user to practice the driving-related rules and/or skills taught by the instructional lesson. While the virtual reality driving simulation is rendered, user performance data may be recorded. Based on an analysis of the user performance data, a driving competency score and/or user feedback may be determined.
Systems and methods for virtual reality based driver training
Systems and methods for providing driver training in a virtual reality environment are disclosed. According to some aspects, an appropriate virtual reality driving simulation may be determined based on one or more input parameters provided by a user. The virtual reality driving simulation may include: (i) an instructional lesson, to be rendered in virtual reality, for teaching driving-related rules and/or skills to a user, and (ii) a driving scenario, to be rendered in virtual reality, for the user to practice the driving-related rules and/or skills taught by the instructional lesson. While the virtual reality driving simulation is rendered, user performance data may be recorded. Based on an analysis of the user performance data, a driving competency score and/or user feedback may be determined.