Patent classifications
A63F13/40
CHARGER FOR VIDEO GAME CONTROLLER
A method, system and device for controller operation, comprises detecting a change in a state of the controller from a charging state to an operation state. A state of the computing device changes from a controller charging state to a controller operation state in response to detecting the change in the state of the controller. The computing device receives an input from the controller sends a visual indication of the input to a display device. Additionally, a method, system and device for enhanced controller charging, may comprise detecting a change in a controller state from an operation state to a charging state. A computing device determines whether an ignore input is present after detecting the change in controller state and automatically signs out of a user account or automatically goes into a standby mode when the ignore input is not present.
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.
Body joystick for interacting with virtual reality or mixed reality machines or software applications
A system and method for using a body joystick to interact with a virtual or mixed-reality machines or software applications that uses a support arm to hold a device for attaching the body joystick to a user's body, a sensor for detecting movement, and a tether and actuator for providing feedback to the user about interactions with the virtual or mixed-reality machines or software applications.
Body joystick for interacting with virtual reality or mixed reality machines or software applications
A system and method for using a body joystick to interact with a virtual or mixed-reality machines or software applications that uses a support arm to hold a device for attaching the body joystick to a user's body, a sensor for detecting movement, and a tether and actuator for providing feedback to the user about interactions with the virtual or mixed-reality machines or software applications.
ELECTRONIC DEVICE FOR FACILITATING USER INTERACTIONS WITH GRAPHICAL USER INTERFACE
An electronic device is provided. The electronic device includes a display screen and a computing hardware. The computing hardware is operable to execute a software product, wherein executing the software product results in generating and rendering a graphical user interface on the display screen, the graphical user interface being configured to facilitate user interactions, the computing hardware, the software product and the graphical user interface being implemented on a gaming system, the gaming system comprising a game, wherein the software product, when executed on the computing hardware, is configured to present a first view on the graphical user interface, present one or more user-selectable graphical objects on the graphical user interface, detect a user's selection of one of the one or more of the user-selectable graphical objects to be deployed in the first view on the graphical user interface, detect a user's selection of a deploy point on the first view, and execute deployment of the one of the one or more of the user-selectable graphical objects to the first view of the graphical user interface, wherein other set of graphical objects emerge from the one or more user-selectable graphical object and enter to the first view from one or more areas in a proximity of the deploy point.
ELECTRONIC DEVICE FOR FACILITATING USER INTERACTIONS WITH GRAPHICAL USER INTERFACE
An electronic device is provided. The electronic device includes a display screen and a computing hardware. The computing hardware is operable to execute a software product, wherein executing the software product results in generating and rendering a graphical user interface on the display screen, the graphical user interface being configured to facilitate user interactions, the computing hardware, the software product and the graphical user interface being implemented on a gaming system, the gaming system comprising a game, wherein the software product, when executed on the computing hardware, is configured to present a first view on the graphical user interface, present one or more user-selectable graphical objects on the graphical user interface, detect a user's selection of one of the one or more of the user-selectable graphical objects to be deployed in the first view on the graphical user interface, detect a user's selection of a deploy point on the first view, and execute deployment of the one of the one or more of the user-selectable graphical objects to the first view of the graphical user interface, wherein other set of graphical objects emerge from the one or more user-selectable graphical object and enter to the first view from one or more areas in a proximity of the deploy point.
Method and system for dynamic notation in a game system
Systems and methods for generating a dynamic note and associating the dynamic note to a game object are disclosed. The game object is selected in a digital environment. The dynamic note is associated to the game object. Data is added to the dynamic note. The added data can include data describing a state of the environment and a state of the game object and include a link to the game object. Data associated with the dynamic note is sent over a network to a data storage device on a server. An aspect of the dynamic note is displayed within the digital environment.
Method and system for dynamic notation in a game system
Systems and methods for generating a dynamic note and associating the dynamic note to a game object are disclosed. The game object is selected in a digital environment. The dynamic note is associated to the game object. Data is added to the dynamic note. The added data can include data describing a state of the environment and a state of the game object and include a link to the game object. Data associated with the dynamic note is sent over a network to a data storage device on a server. An aspect of the dynamic note is displayed within the digital environment.
PLAYER DENSITY BASED REGION DIVISION FOR REGIONAL CHAT
The virtual location of a player in a location-based game is determined from the real-world location of the player's client device. The location-based game provides the player access to one or more chat room based on their location. To determine the locations of chat room, a server analyzes player locations in a geographic region, clusters player locations to identify centroids, and adjusts the clusters based on constraints. The server selects chat room locations (e.g., at points of interest) to more evenly balance the number of players in each chat room while complying with one or more restraints on the size of the geographic area served by each chat room.