Patent classifications
A63F13/90
Gaming method and system for projecting volumetric images onto a physical scene
The present disclosure relates to a gaming system projecting volumetric images onto a physical scene that includes a background and props positioned in front of the background. A gaming engine causes a projector to project an image onto the physical scene. A pointer device receives triggering commands from an operator. A camera captures an image of a portion of the physical scene being targeted by the pointer device. The captured portion includes lighting points emitted by the physical scene, the captured lighting points forming a specific pattern. A targeting system uses the specific pattern as a reference to identify a three-dimensional position of a target located within the captured portion and causes the gaming engine to modify a visible feature of the target when a when a triggering command is received at the pointer device. A method of projecting volumetric images onto the physical scene is also disclosed.
Gaming method and system for projecting volumetric images onto a physical scene
The present disclosure relates to a gaming system projecting volumetric images onto a physical scene that includes a background and props positioned in front of the background. A gaming engine causes a projector to project an image onto the physical scene. A pointer device receives triggering commands from an operator. A camera captures an image of a portion of the physical scene being targeted by the pointer device. The captured portion includes lighting points emitted by the physical scene, the captured lighting points forming a specific pattern. A targeting system uses the specific pattern as a reference to identify a three-dimensional position of a target located within the captured portion and causes the gaming engine to modify a visible feature of the target when a when a triggering command is received at the pointer device. A method of projecting volumetric images onto the physical scene is also disclosed.
SHOOTING GAME DEVICE HAVING LOCKING FUNCTION, AND METHOD FOR IMPLEMENTING LOCKING FUNCTION THEREOF
A shooting game device having a locking function, and a method for implementing the locking function thereof. A preview unit generates, according to at least one lockable target, a corresponding preview image including at least one lock icon corresponding to the at least one lockable target. The preview unit presents the preview image on a game screen and provides same to a player. The player can switch to and select any one of the at least one lock icon via a control unit, such that a game processing unit locks a corresponding lockable target, and the player can then quickly and accurately switch to said lockable target to perform locking. The invention thus meets user requirements.
SHOOTING GAME DEVICE HAVING LOCKING FUNCTION, AND METHOD FOR IMPLEMENTING LOCKING FUNCTION THEREOF
A shooting game device having a locking function, and a method for implementing the locking function thereof. A preview unit generates, according to at least one lockable target, a corresponding preview image including at least one lock icon corresponding to the at least one lockable target. The preview unit presents the preview image on a game screen and provides same to a player. The player can switch to and select any one of the at least one lock icon via a control unit, such that a game processing unit locks a corresponding lockable target, and the player can then quickly and accurately switch to said lockable target to perform locking. The invention thus meets user requirements.
SYSTEM, METHOD AND APPARATUS FOR PLAYER PRESENTATION IN VIRTUAL REALITY GAMING
A gaming system includes an input interface, an output interface and processing circuitry. A data stream defining a VR environment is transmitted by the processing circuitry to a VR headset. The VR headset displays visual imagery depicting the VR environment seen from a first viewpoint. The processing circuitry receives an input indicative of a selection of a second viewpoint and directs the VR headset to display visual imagery depicting the VR environment seen from the second viewpoint.
Methods Implementing Doorbell Register/File Identification Table with High-Speed Data Communication Fabric for Cloud Gaming Data Storage and Retrieval
A method is disclosed for requesting data in a cloud gaming system that includes a cloud storage system and a cloud compute system, each of which has a respective peripheral component interconnect express (PCIe) interface and a respective computer memory. The cloud gaming system includes a PCIe switch connected to both the PCIe interface of the cloud storage system and the PCIe interface of the cloud compute system. The PCIe switch exposes a doorbell register that is monitored by the cloud storage system. The cloud compute system writes to the doorbell register, which causes an interrupt to fire on the cloud storage system. The cloud storage system handles the interrupt, which directs the cloud storage system to read a message from a specified computer memory location. The message directs the cloud storage system to read requested data from a storage device accessible by the cloud storage system.
Game state save, transfer and resume for cloud gaming
A system and method of pausing a game in a cloud gaming system including playing a game on a first game console included in the cloud gaming system, pausing the game at a selected point in the game and capturing game state data for the paused game. The paused game can be resumed by retrieving the game state data and applying the game state data to a selected game console and resuming the game at the selected point in the game on the selected game console.
Game state save, transfer and resume for cloud gaming
A system and method of pausing a game in a cloud gaming system including playing a game on a first game console included in the cloud gaming system, pausing the game at a selected point in the game and capturing game state data for the paused game. The paused game can be resumed by retrieving the game state data and applying the game state data to a selected game console and resuming the game at the selected point in the game on the selected game console.
Action or position triggers in a game play mode
A method, apparatus and non-transitory computer readable medium that, in one embodiment, interprets a user motion sequence comprises beginning a session, capturing the user motion sequence via a motion capturing device during the session, processing, via a processor, the user motion sequence into a predetermined data format, comparing the processed user motion sequence to at least one predetermined motion sequence stored in a database and determining whether to perform at least one of interpreting the user motion sequence as a universal command and registering the user motion sequence as a new command.
Action or position triggers in a game play mode
A method, apparatus and non-transitory computer readable medium that, in one embodiment, interprets a user motion sequence comprises beginning a session, capturing the user motion sequence via a motion capturing device during the session, processing, via a processor, the user motion sequence into a predetermined data format, comparing the processed user motion sequence to at least one predetermined motion sequence stored in a database and determining whether to perform at least one of interpreting the user motion sequence as a universal command and registering the user motion sequence as a new command.