Patent classifications
A63F13/40
ACTIONABLE PUSH NOTIFICATIONS FOR COMPUTER-IMPLEMENTED GAMES
A online gaming system provides for presentation on a user device of actionable game-related push notifications. The push notification is presented outside of a game interface and includes both contextual information about a particular game event and one or more action elements. Responsive to selection of a particular action element, a corresponding game-related action is performed with launching or switching to a game application for the game on the user device. Thus, the push notification mechanism provides for performance of a game-related action without receiving user input via a game-specific user interface provided by a corresponding game application executed by the user device
Apparatus for natural torso and limbs tracking and feedback for electronic interaction
An apparatus for natural torso and limbs tracking and feedback for electronic interaction with fall safety support. The apparatus comprises a body harness worn on the body of a user, a support structure designed to bear the weight of the user in the event of a stumble, trip, or fall, and a plurality of tethers attached at one end to the harness and at the other end to the support structure. One or more sensors are integrated into the system to measure aspects of the user's movement and used as input to control a computer system. In the event of stumble, trip, or fall, all of, or a portion of, the user's body weight is borne by the tethers as a safety mechanism to prevent injury. The system is designed to be used with virtual reality systems wherein the user's vision is blocked or obscured by a virtual reality visor.
Apparatus for natural torso and limbs tracking and feedback for electronic interaction
An apparatus for natural torso and limbs tracking and feedback for electronic interaction with fall safety support. The apparatus comprises a body harness worn on the body of a user, a support structure designed to bear the weight of the user in the event of a stumble, trip, or fall, and a plurality of tethers attached at one end to the harness and at the other end to the support structure. One or more sensors are integrated into the system to measure aspects of the user's movement and used as input to control a computer system. In the event of stumble, trip, or fall, all of, or a portion of, the user's body weight is borne by the tethers as a safety mechanism to prevent injury. The system is designed to be used with virtual reality systems wherein the user's vision is blocked or obscured by a virtual reality visor.
Game apparatus and computer readable storage medium storing game program
Instead of using an operation inputted by a player, a series of operation data for continuously moving a player character for a predetermined time period of a game is previously stored as automatic operation data. Automatic control means moves the player character based on the automatic operation data. Furthermore, the automatic control means receives a play start operation indicating that the player starts to play the game while the automatic control means moves the player character. A movement of the player character controlled based on the automatic operation data is finished at a time when the play start operation is received, and the movement of the player character starts to be controlled based on an operation of the player.
Graphical user interface for a gaming system
A method and a system for improving a user's experience with a graphical user interface corresponding to a gaming environment, executes a software product corresponding to the game, on the computing hardware of an electronic device. The interface renders multiple graphical objects and user selectable options corresponding to the graphical object. The user selects one or more selectable option, and eventually, performs a touching or a swiping operation through multiple points on the display screen of the graphical object. The touching or swiping operation leads to deploying of multiple resources corresponding to the selected option, at different locations on the interface. For controlling the different deployed resources, the user can swipe through different regions of the display screen, based on his/her desire. The number of resources deployed at the different locations on the screen depends on certain parameters, including the pressure applied by the user on the screen, during performing the touching or swiping operations.
Computing System Providing A User-directed, Avatar-based Skill Activity
Described embodiments generally relate to a computing system including a virtual environment hosting a player avatar comprising: a display; a memory storing a set of activity instructions; at least one input mechanism configured to receive user input from a player. The controller is configured to access and execute the instructions stored in the memory to: generate a virtual environment; present a player avatar on the within the virtual environment; present at least one skill activity on the display; enable a player to control the player avatar to perform the game of skill activity in association with the virtual environment by operating the at least one input mechanism; in response to a triggering event, determine a skill score based on at least one aspect of the avatar's performance in the skill activity and the set of activity instructions; and based on the skill score, determine whether to electronically allocate a virtual good for use in association with the player avatar.
Human tracking system
An image such as a depth image of a scene may be received, observed, or captured by a device. A grid of voxels may then be generated based on the depth image such that the depth image may be downsampled. A background included in the grid of voxels may also be removed to isolate one or more voxels associated with a foreground object such as a human target. A location or position of one or more extremities of the isolated human target may be determined and a model may be adjusted based on the location or position of the one or more extremities.
Systems and methods for player input motion compensation by anticipating motion vectors and/or caching repetitive motion vectors
Systems and methods for reducing latency through motion estimation and compensation techniques are disclosed. The systems and methods include a client device that uses transmitted lookup tables from a remote server to match user input to motion vectors, and tag and sum those motion vectors. When a remote server transmits encoded video frames to the client, the client decodes those video frames and applies the summed motion vectors to the decoded frames to estimate motion in those frames. In certain embodiments, the systems and methods generate motion vectors at a server based on predetermined criteria and transmit the generated motion vectors and one or more invalidators to a client, which caches those motion vectors and invalidators. The server instructs the client to receive input from a user, and use that input to match to cached motion vectors or invalidators. Based on that comparison, the client then applies the matched motion vectors or invalidators to effect motion compensation in a graphic interface. In other embodiments, the systems and methods cache repetitive motion vectors at a server, which transmits a previously generated motion vector library to a client. The client stores the motion vector library, and monitors for user input data. The server instructs the client to calculate a motion estimate from the input data and instructs the client to update the stored motion vector library based on the input data, so that the client applies the stored motion vector library to initiate motion in a graphic interface prior to receiving actual motion vector data from the server. In this manner, latency in video data streams is reduced.
Systems and methods for player input motion compensation by anticipating motion vectors and/or caching repetitive motion vectors
Systems and methods for reducing latency through motion estimation and compensation techniques are disclosed. The systems and methods include a client device that uses transmitted lookup tables from a remote server to match user input to motion vectors, and tag and sum those motion vectors. When a remote server transmits encoded video frames to the client, the client decodes those video frames and applies the summed motion vectors to the decoded frames to estimate motion in those frames. In certain embodiments, the systems and methods generate motion vectors at a server based on predetermined criteria and transmit the generated motion vectors and one or more invalidators to a client, which caches those motion vectors and invalidators. The server instructs the client to receive input from a user, and use that input to match to cached motion vectors or invalidators. Based on that comparison, the client then applies the matched motion vectors or invalidators to effect motion compensation in a graphic interface. In other embodiments, the systems and methods cache repetitive motion vectors at a server, which transmits a previously generated motion vector library to a client. The client stores the motion vector library, and monitors for user input data. The server instructs the client to calculate a motion estimate from the input data and instructs the client to update the stored motion vector library based on the input data, so that the client applies the stored motion vector library to initiate motion in a graphic interface prior to receiving actual motion vector data from the server. In this manner, latency in video data streams is reduced.
Information Processing Method and Apparatus, Storage Medium, and Electronic Device
The present disclosure provides an information processing method, including: providing an attack control on a graphical user interface, and in response to a first touch operation acting on the attack control, controlling a first virtual character to execute an attack instruction in a game scene; providing a sub-control of a build control on the graphical user interface, providing the build control on the graphical user interface in response to a second touch operation acting on the sub-control of the build control, and controlling the first virtual character to execute a build instruction in a first building area of the game scene.