A63F13/60

NON-TRANSITORY COMPUTER-READABLE MEDIUM AND VIDEO GAME PROCESSING SYSTEM
20230084431 · 2023-03-16 · ·

A non-transitory computer-readable medium including a video game processing program for causing a server to perform functions to determine an influence area of an object on a character is provided. The functions includes: a registering function configured to register influence area information in advance, a relationship between a plurality of unit areas around an object when a character is connected to the object and a structural model constituting the character being set for each of the unit areas in the influence area information for each combination of the character and the object; and an outputting function configured to output, in a case where a certain combination of a character and an object is specified, influence area information corresponding to the certain combination.

Programmable actuation inputs of an accessory and methods thereof
11602685 · 2023-03-14 · ·

A system that incorporates the subject disclosure may include, for example, a processor that performs operations including detecting a first depression range of a button that includes an electro-mechanical sensor for detecting the first depression range, comparing the first depression range to a first actuation threshold, and asserting a first actuation state when the first depression range is at or exceeds the first actuation threshold. Additional embodiments are disclosed.

DATA PROCESSING SYSTEMS AND METHODS FOR GENERATING INTERACTIVE USER INTERFACES AND INTERACTIVE GAME SYSTEMS BASED ON SPATIOTEMPORAL ANALYSIS OF VIDEO CONTENT

In various embodiments, a Data Processing System for Generating Interactive User Interfaces and Interactive Game Systems Based on Spatiotemporal Analysis of Video Content may be configured to: (1) enable a user to select one or more players participating in a substantially live (e.g., live) sporting or other event; (2) determine scoring data for each of the one or more selected players during the sporting or other event; (3) track the determined scoring data; (4) generate a custom (e.g., to the user) user interface that includes the scoring data; and (5) display the custom user interface over at least a portion of a display screen (e.g., on a mobile computing device) displaying one or more video feeds of the sporting or other event. In this way, the system may be configured to convert a video feed of a sporting event into an interactive game.

DATA PROCESSING SYSTEMS AND METHODS FOR GENERATING INTERACTIVE USER INTERFACES AND INTERACTIVE GAME SYSTEMS BASED ON SPATIOTEMPORAL ANALYSIS OF VIDEO CONTENT

In various embodiments, a Data Processing System for Generating Interactive User Interfaces and Interactive Game Systems Based on Spatiotemporal Analysis of Video Content may be configured to: (1) enable a user to select one or more players participating in a substantially live (e.g., live) sporting or other event; (2) determine scoring data for each of the one or more selected players during the sporting or other event; (3) track the determined scoring data; (4) generate a custom (e.g., to the user) user interface that includes the scoring data; and (5) display the custom user interface over at least a portion of a display screen (e.g., on a mobile computing device) displaying one or more video feeds of the sporting or other event. In this way, the system may be configured to convert a video feed of a sporting event into an interactive game.

PARAMETRIC PLAYER MODELING FOR COMPUTER-IMPLEMENTED GAMES
20230070555 · 2023-03-09 ·

A game management system generates a multidimensional parametric player model representative of player behavior by one or more players in a computer game. The parametric player model populated is used in the identification of groups or clusters of players, and/or in at least partly automated configuration of custom game content for behavior consistent with the parametric player model. A single parametric player model is defines a single set of parametric values corresponding to multiple predefined gameplay parameters, and can be used to model the behavior of a single respective player or to model the behavior of multiple players (e.g., based on cumulative historical gameplay data for the relevant players), providing a representative player model for those players. The player model is ingested by a content generator configured to generate game content customized to the behavior represented by the player model.

Apparatus and method for enhancing sound produced by a gaming application

A system that incorporates teachings of the present disclosure may include, for example, a computing device having a controller to modify sound produced by a gaming application according to an otological profile of a user. Additional embodiments are disclosed.

Apparatus and method for enhancing sound produced by a gaming application

A system that incorporates teachings of the present disclosure may include, for example, a computing device having a controller to modify sound produced by a gaming application according to an otological profile of a user. Additional embodiments are disclosed.

Add-on management methods

A computing system is configured to execute a computer program on a server and to provide a video stream of the program output to a geographically remote client over a communication network. An add-on manager is provided to facilitate the use of add-ons to extend the functionality of the computer program. The add-on manager is responsive to commands received from the client and is configured to associate individual add-ons and add-on data with specific user accounts. The add-ons can be located on the server or some other location remote from the client.

Add-on management methods

A computing system is configured to execute a computer program on a server and to provide a video stream of the program output to a geographically remote client over a communication network. An add-on manager is provided to facilitate the use of add-ons to extend the functionality of the computer program. The add-on manager is responsive to commands received from the client and is configured to associate individual add-ons and add-on data with specific user accounts. The add-ons can be located on the server or some other location remote from the client.

Scene annotation using machine learning

A system enhances existing audio-visual content with audio describing the setting of the visual content. A scene annotation module classifies scene elements from an image frame received from a host system and generates a caption describing the scene elements. A text to speech synthesis module may then convert the caption to synthesized speech data describing the scene elements within the image frame