Patent classifications
A63F13/80
INFORMATION PROCESSING SYSTEM AND GAME MANAGEMENT PROGRAM
The present invention provides an information processing system and a game management program that can improve a game continuation rate in a game in which any one of a plurality of game contents is executable by satisfying a predetermined condition. The information processing system includes: an information processing device in which any one of a plurality of game contents is executable by satisfying a predetermined condition; and a server communicably connected to the information processing device and configured to manage the game content executed in the information processing device, in which the server includes a control unit configured to perform control, based on information transmitted from the information processing device, such that any one of the plurality of game contents is executable in the information processing device that is a transmission source of the information.
SYSTEM, APPARATUS, AND METHOD FOR PROVIDING A TIP DURING A BROADCAST
A system is disclosed. The system has a tipping module, comprising computer-executable code stored in non-volatile memory, a processor, and a user device. The tipping module, the processor, and the user device are configured to display one or more multimedia content pages on a user interface of the user device, the one or more multimedia content pages associated with one or more live broadcast platforms, display one or more tipping graphical elements on the user interface of the user device, the one or more tipping graphical elements associated with the one or more multimedia content pages, and execute at least one tip operation on the one or more live broadcast platforms, the at least one tip operation associated with the one or more tipping graphical elements and responsive to a trigger instruction of any of the one or more tipping graphical elements.
GAME DEVICE CAPABLE OF GENERATING A PLURALITY OF GAME RESULTS BY BETTING
A game device capable of generating a plurality of game results by betting, comprising a betting tabletop (10), an imaging unit (20), a game result generating unit (30), a compensation unit (40), and a game processing unit (50). The game processing unit (50) determines whether a game satisfies a specified condition and then decides whether to generate an overweight signal, and makes the game result generating unit (30) generate a specified number of game results when the overweight signal exists, and the specified number is greater than 1. On this basis, in a round game, the plurality of game results can be generated by means of the game result generating unit (30), to satisfy the requirements of a player for obtaining a plurality of game results by a bet, the running of the game is accelerated, and the operating efficiency of the game is increased.
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.
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.
Method and apparatus for switching game mode, and electronic device
A method and apparatus for switching a game mode, and an electronic device are disclosed. The method includes: receiving a game switching instruction in a current game mode; selecting a target game mode according to the game switching instruction; acquiring first game process data of the target game mode and game character data of the current game mode; running a game process of the target game mode according to the first game process data and the game character data.
Information processing apparatus, information processing method, program, and information processing system for reinforcing target behavior
There is provided information processing apparatuses, information processing methods, programs, and information processing systems capable of reinforcing the reinforcement target behavior without causing the user's consciousness. A quest is presented for urging a user to execute a reinforcement target behavior, and when the user executes the reinforcement target behavior upon the request, an electroencephalogram is measured, emotion is estimated on the basis of the electroencephalogram, and when the number of times that dominant emotion having the highest emotion score among emotion of the emotion estimation results is detected exceeds a predetermined number of times, an avatar is changed corresponding to the emotion that is detected as the dominant emotion. The present disclosure can be applied to long-term feedback technology.
SYSTEMS AND METHODS FOR DYNAMIC POINT CALCULATIONS FOR BRACKET BASED GAMING
Systems, methods and devices for promoting a social gaming environment including instructions stored on a computer-readable medium that, when executed by a processor, cause the processor to change point calculations for selections of a dynamic bracket gaming environment.
SYSTEMS AND METHODS FOR DYNAMIC POINT CALCULATIONS FOR BRACKET BASED GAMING
Systems, methods and devices for promoting a social gaming environment including instructions stored on a computer-readable medium that, when executed by a processor, cause the processor to change point calculations for selections of a dynamic bracket gaming environment.
Computer-controlled therapy with an adjustable removable cast
Real-time cast sensor measurement outputs of a set of cast sensors that each measure a characteristic related to usage of an adjustable removable cast worn by a patient during treatment of congenital talipes equino varus (CTEV) are monitored. A cast usage anomaly relative to a treatment program prescribed for the patient with respect to wearing of the adjustable removable cast is identified according to the real-time cast sensor measurement outputs. Responsive to identifying the cast usage anomaly, real-time corrective treatment feedback is provided to the patient that instructs further and proper use of the adjustable removable cast to improve compliance with the treatment program prescribed for the patient.