Patent classifications
A63F13/50
MACHINE LEARNED RESOLUTION ENHANCEMENT FOR VIRTUAL GAMING ENVIRONMENT
Virtual game worlds for computer games can be provided using machine learning. The use of machine learning enables the virtual game worlds to be generated at run time by standard consumer hardware devices. Machine learning agents are trained in advance to the characteristics of the particular game world. Then, these suitably trained machine learning agents can be used to generate a relevant portion of a virtual game world, such as a portion of the virtual game world that is proximate to a play's position. Advantageously, the virtual game world can be provided in high resolution and is able to cover a substantially larger region than conventional practical.
Gaming device with independent gesture-sensitive areas
A system that incorporates the subject disclosure may include, for example, a processor coupled to a memory storing instructions and to a near field sensor. Execution of the instructions can cause the processor to perform operations including defining a zone corresponding to a portion of an accessory comprising the sensor, detecting a gesture of an object in the zone by sensing the object with the sensor, determining that the gesture is a new gesture not previously associated with the zone and not previously associated with a gaming action controlling presentations produced by a gaming application, associating the gesture with the zone and with the gaming action, subsequently detecting the gesture in the zone, obtaining the gaming action associated with the gesture, and transmitting the gaming action to the gaming application. Other embodiments are disclosed.
Gaming device with independent gesture-sensitive areas
A system that incorporates the subject disclosure may include, for example, a processor coupled to a memory storing instructions and to a near field sensor. Execution of the instructions can cause the processor to perform operations including defining a zone corresponding to a portion of an accessory comprising the sensor, detecting a gesture of an object in the zone by sensing the object with the sensor, determining that the gesture is a new gesture not previously associated with the zone and not previously associated with a gaming action controlling presentations produced by a gaming application, associating the gesture with the zone and with the gaming action, subsequently detecting the gesture in the zone, obtaining the gaming action associated with the gesture, and transmitting the gaming action to the gaming application. Other embodiments are disclosed.
System and method for providing recommendations for in-game events
Recommendations for in-game content are provided to players of an online game. An instance of a virtual space is executed in which an online game is conducted and implemented to facilitate presentation of a view of the virtual space to users through client computing platforms associated with the users. Device specification sets of the client computing devices are determined and recommendations for in-game content are presented to the users based on the obtained device specification sets of the client computing devices associated with the users.
System and method for providing recommendations for in-game events
Recommendations for in-game content are provided to players of an online game. An instance of a virtual space is executed in which an online game is conducted and implemented to facilitate presentation of a view of the virtual space to users through client computing platforms associated with the users. Device specification sets of the client computing devices are determined and recommendations for in-game content are presented to the users based on the obtained device specification sets of the client computing devices associated with the users.
Drift method and apparatus for virtual vehicle in virtual world and storage medium
A drift method for a virtual vehicle in a virtual world is disclosed, including: receiving an operation start event with respect to a target interaction control that is provided on a user interface of an application while a virtual vehicle in a virtual world in the application is in a normal traveling state; controlling, according to the operation start event, the virtual vehicle to enter a drift state in the virtual world; and after an operation end event with respect to the target interaction control is received, controlling the virtual vehicle to remain in the drift state based on an angle between a vehicle head direction and a traveling direction being greater than or equal to a first threshold.
METHOD AND APPARATUS FOR CONTROLLING INTERFACE DISPLAY, DEVICE, AND STORAGE MEDIUM
A method for controlling a display of an interface of a mobile terminal includes: displaying, while a first game application is running, a first game interface and a first virtual key in a main user interface in a full-screen mode. The first virtual key configured to control the first game application. In accordance with a determination that a switch mode is triggered, providing a first sub-interface and a first touch interface, the first touch interface being configured to display a virtual key for controlling the first game application. The method includes zooming out of the first game interface; displaying the first game interface in the first sub-interface, and displaying the first virtual key in the first touch interface. The method allows a user to continue a game in progress without having to frequently switch the interface, thereby simplifying the user operation.
METHOD AND APPARATUS FOR CONTROLLING INTERFACE DISPLAY, DEVICE, AND STORAGE MEDIUM
A method for controlling a display of an interface of a mobile terminal includes: displaying, while a first game application is running, a first game interface and a first virtual key in a main user interface in a full-screen mode. The first virtual key configured to control the first game application. In accordance with a determination that a switch mode is triggered, providing a first sub-interface and a first touch interface, the first touch interface being configured to display a virtual key for controlling the first game application. The method includes zooming out of the first game interface; displaying the first game interface in the first sub-interface, and displaying the first virtual key in the first touch interface. The method allows a user to continue a game in progress without having to frequently switch the interface, thereby simplifying the user operation.
MEDIA-OBJECT BINDING FOR PREDICTING PERFORMANCE IN A MEDIA
A system and method for media-object binding and predicting performance in a media is provided. One or more sets of object data may be associated with the media. One or more media-object bindings between the one or more sets of object data and the media may be formed and stored in one or more databases. The one or more sets of object data may include data about an object displayed during at least the portion of the media. One or more object-object associations between the one or more sets of object data and other stored object data may be formed and stored the one or more databases. The one or more object-object associations may form one or more object aggregations. A determination may for made regarding if any of the one or more object aggregations meet or pass a threshold.
MEDIA-OBJECT BINDING FOR PREDICTING PERFORMANCE IN A MEDIA
A system and method for media-object binding and predicting performance in a media is provided. One or more sets of object data may be associated with the media. One or more media-object bindings between the one or more sets of object data and the media may be formed and stored in one or more databases. The one or more sets of object data may include data about an object displayed during at least the portion of the media. One or more object-object associations between the one or more sets of object data and other stored object data may be formed and stored the one or more databases. The one or more object-object associations may form one or more object aggregations. A determination may for made regarding if any of the one or more object aggregations meet or pass a threshold.