Patent classifications
A63F13/50
System and method for identifying b-roll conditions in live streams or live rendered content
A video stream management system includes a video controller that live renders video. Moreover, the video stream management system also includes a display that is communicatively coupled to the video controller and displays a primary video feed that includes the live rendered video. The video controller, the display, or a combination thereof, embeds a pixel pattern in the primary video feed. Additionally, the video feed management system monitors one or more displayed images on the display to identify an error in the primary video feed.
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.
CHANGING A VIRTUAL WORLD BASED ON REAL-WORLD LOCATIONS OF PLAYERS
A method of changing a virtual world of a computer-implemented game based on real-world locations of players of the computer-implemented game is disclosed. A presence of a player of the computer-implemented game is detected at a physical location. A presence of an additional player of the computer-implemented game is detected at the physical location based on a communication received from the player of the computer-implemented game. An aspect of the virtual world of the computer-implemented game is changed based on the detecting of the presence of the player at the physical location and the detecting of the presence of the additional player of the computer-implemented game at the physical location.
CHANGING A VIRTUAL WORLD BASED ON REAL-WORLD LOCATIONS OF PLAYERS
A method of changing a virtual world of a computer-implemented game based on real-world locations of players of the computer-implemented game is disclosed. A presence of a player of the computer-implemented game is detected at a physical location. A presence of an additional player of the computer-implemented game is detected at the physical location based on a communication received from the player of the computer-implemented game. An aspect of the virtual world of the computer-implemented game is changed based on the detecting of the presence of the player at the physical location and the detecting of the presence of the additional player of the computer-implemented game at the physical location.
Computer-readable non-transitory storage medium having game program stored therein, processing apparatus, processing system, and game process control method
A first game process that proceeds independently of a second game process related to opponents for a user is performed. State data indicating a second game state of the second game process related to each of a plurality of the opponents is sequentially acquired, and a display image including a first image reflecting a first game state of the first game process and a plurality of second images reflecting the second game states indicated by the state data is sequentially generated. At least one policy is selected on the basis of an operation by the user, a target is specified from among the plurality of the opponents on the basis of the selected policy, and an instruction that changes a game state of the target is made if a game state of the user satisfies a predetermined condition.
Gaming device for controllably viewing secret messages
A gaming device for use with an interactive gaming system. The gaming device is carried by a gamer and provides a direct view of a destination part, where the destination is implementing the gaming system. The destination part may emit or reflect light comprising a combination of public images and video perceivable with the naked eye and private images and video only perceivable when looking through the gaming device. The device comprises front and back facing cameras for capturing images transmitted to the gaming system as game information, where the back facing camera is optionally adapted to filter the emitted or reflected light to reveal the private image. Further adaptations allow for the spatially aligned augmentation of the direct view with respect to a destination part. The gaming device is usable as a summoning device including providing movement directions to the gamer with respect to the destination parts.
Gaming device for controllably viewing secret messages
A gaming device for use with an interactive gaming system. The gaming device is carried by a gamer and provides a direct view of a destination part, where the destination is implementing the gaming system. The destination part may emit or reflect light comprising a combination of public images and video perceivable with the naked eye and private images and video only perceivable when looking through the gaming device. The device comprises front and back facing cameras for capturing images transmitted to the gaming system as game information, where the back facing camera is optionally adapted to filter the emitted or reflected light to reveal the private image. Further adaptations allow for the spatially aligned augmentation of the direct view with respect to a destination part. The gaming device is usable as a summoning device including providing movement directions to the gamer with respect to the destination parts.
Systems and methods for low-latency initialization of streaming applications
The disclosed computer-implemented method may include identifying a video game configured to be available to stream from a server within a cloud gaming environment; pre-loading an instance of the video game on the server before receiving a request by a user to stream the video game to a client system; receiving the request by the user to stream the video game; and allocating the pre-loaded instance of the video game to the user for streaming to the client system in response to receiving the request by the user to stream the video game, thereby reducing a latency between the user submitting the request and the video game being ready for the user to stream. Various other methods, systems, and computer-readable media are also disclosed.
ENCODING A VIDEO FRAME AS A REFERENCE FRAME BASED ON A SCENE CHANGE HINT AT A CLOUD GAMING SERVER
A method for encoding including executing game logic built on a game engine of a video game at a cloud gaming server to generate video frames. The method including executing scene change logic to predict a scene change in the video frames based on game state collected during execution of the game logic. The method including identifying a range of video frames that is predicted to include the scene change. The method including generating a scene change hint using the scene change logic, wherein the scene change hint identifies the range of video frames, wherein the range of video frames includes a first video frame. The method including delivering the first video frame to an encoder. The method including sending the scene change hint from the scene change logic to the encoder. The method including encoding the first video frame as an I-frame based on the scene change hint.