Patent classifications
A63F13/85
IMAGE PROCESSING PROGRAM, IMAGE PROCESSING METHOD, AND IMAGE PROCESSING APPARATUS
An image processing method comprises receiving content; displaying the content on a display; detecting a capture trigger for capturing a screenshot of the content displayed on the display; acquiring additional information relating to the content displayed on the display at a capture timing corresponding to a timing at which the capture trigger is detected; and capturing the screenshot of the content displayed on the display at the capture timing and adding the additional information to the screenshot to generate an additional-information-added image.
IMAGE PROCESSING PROGRAM, IMAGE PROCESSING METHOD, AND IMAGE PROCESSING APPARATUS
An image processing method comprises receiving content; displaying the content on a display; detecting a capture trigger for capturing a screenshot of the content displayed on the display; acquiring additional information relating to the content displayed on the display at a capture timing corresponding to a timing at which the capture trigger is detected; and capturing the screenshot of the content displayed on the display at the capture timing and adding the additional information to the screenshot to generate an additional-information-added image.
ALLOCATION METHOD AND APPARATUS FOR VIRTUAL REWARD RESOURCES, ELECTRONIC DEVICE, COMPUTER-READABLE STORAGE MEDIUM, AND COMPUTER PROGRAM PRODUCT
A method for allocating virtual reward resources performed by an electronic device are provided. The method includes: obtaining behavior information of each virtual character in a target camp during a teamfight of a game, the target camp including at least one virtual character, the behavior information being a behavior applied by each virtual character in the target camp to a virtual object, and the virtual object being a virtual character in at least one of the target camp or an enemy camp; determining, according to the behavior information, contribution information achieved by each virtual character in the target camp during the teamfight; determining, according to the contribution information, a target virtual character and a target virtual reward resource corresponding to the target virtual character from at least one virtual character included in the target camp; and updating attribute information of the target virtual character according to the target virtual reward resource.
ALLOCATION METHOD AND APPARATUS FOR VIRTUAL REWARD RESOURCES, ELECTRONIC DEVICE, COMPUTER-READABLE STORAGE MEDIUM, AND COMPUTER PROGRAM PRODUCT
A method for allocating virtual reward resources performed by an electronic device are provided. The method includes: obtaining behavior information of each virtual character in a target camp during a teamfight of a game, the target camp including at least one virtual character, the behavior information being a behavior applied by each virtual character in the target camp to a virtual object, and the virtual object being a virtual character in at least one of the target camp or an enemy camp; determining, according to the behavior information, contribution information achieved by each virtual character in the target camp during the teamfight; determining, according to the contribution information, a target virtual character and a target virtual reward resource corresponding to the target virtual character from at least one virtual character included in the target camp; and updating attribute information of the target virtual character according to the target virtual reward resource.
Vector-space framework for evaluating gameplay content in a game environment
A media system employs techniques to create a framework for evaluating gameplay content in a vector-space. These techniques include monitoring frames for content streams that correspond to gameplay in a game environment, determining feature-values for features associated with the frames, mapping the content streams to position vectors in the vector-space based on the feature-values, and assigning a set of position vectors in the vector-space to an area in the game environment based on a relative proximity of the set of position vectors in the vector-space.
Server-based video help in a video game
Techniques for improving a user video game experience are described. In an example, a computer system receives event data from a plurality of user devices. Each event data includes an identifier of an activity in a video game and data indicating completion of the activity. The identifier can be predefined in program code of the video game. The identifier and completion data can be received based on an execution of the program code. The event data is processed to provide assistance videos to improve activity completion rates in the video game. The videos may be presented on the plurality of user devices.
Server-based video help in a video game
Techniques for improving a user video game experience are described. In an example, a computer system receives event data from a plurality of user devices. Each event data includes an identifier of an activity in a video game and data indicating completion of the activity. The identifier can be predefined in program code of the video game. The identifier and completion data can be received based on an execution of the program code. The event data is processed to provide assistance videos to improve activity completion rates in the video game. The videos may be presented on the plurality of user devices.
Color blindness diagnostic system
Systems and methods for determining whether to enable color blind accessibility settings within the course of a user interactive narrative are described herein. Virtual color blindness indication objects containing colors that are visibly distinguishable within a single dichromatic visual spectrum can be utilized in objectives to determine a user's dichromatic visual deficiency type.
Systems and methods for providing in-game consequences for unique digital articles based on real-world information
Systems and methods to provide in-game consequences for unique digital articles, the in-game consequences being based on real-world information, are disclosed. Exemplary implementations may execute instances of a game; manage player accounts associated with the players, including a first and a second player account associated with a first and a second player; record player-configurable sensitivity of player-owned unique digital articles to be exposed to in-game consequences of either receiving distributions of benefits or losing stakes; determine real-world information based on events that have occurred in the real world; evaluate whether to distribute the benefits or seize the stakes, based on the real-world information; and either provide the distributions of benefits or seize the stakes accordingly.
Systems and methods for providing in-game consequences for unique digital articles based on real-world information
Systems and methods to provide in-game consequences for unique digital articles, the in-game consequences being based on real-world information, are disclosed. Exemplary implementations may execute instances of a game; manage player accounts associated with the players, including a first and a second player account associated with a first and a second player; record player-configurable sensitivity of player-owned unique digital articles to be exposed to in-game consequences of either receiving distributions of benefits or losing stakes; determine real-world information based on events that have occurred in the real world; evaluate whether to distribute the benefits or seize the stakes, based on the real-world information; and either provide the distributions of benefits or seize the stakes accordingly.