A63F13/428

Gesture-Based Skill Search
20230051703 · 2023-02-16 ·

A map regarding one or more virtual actions may be stored in memory. The virtual actions may be associated with a set of data associated with performing a corresponding action in a real-world environment. Data regarding a action by a user in the real-world environment may be captured. A current progress level of the user within the virtual environment is identified. The current identified progress level is associated with one or more available virtual actions. The captured data may correspond to an identified one of the available virtual actions based on a match between the captured data and the set of data associated with the identified virtual action as indicated by the map. A search of one or more databases for instructions corresponding to the identified virtual action is initiated.

DYNAMIC GAME INTERVENTION
20230052493 · 2023-02-16 ·

Systems and methods for determining excessive motions or strained positions based on inputs associated with gameplay of game titles. A game intervention server may evaluate, based on learning models, posture, and physical motions of players for repetitive, unbalanced, or excessive motions, as well as gameplay quality patterns, and compare to thresholds for identifying unhealthy conditions. The game intervention server may make recommendations regarding breaks, stretches, warm-up/cool-down, curbing extended periods of play, etc. Notifications may be overlaid on screen with option to pause play without exiting game session. In-game events and requirements may also be adjusted based on learned insights to avoid excessive movement or counteract unbalanced movement.

MOTION BLUR COMPENSATION THROUGH EYE TRACKING
20230042920 · 2023-02-09 ·

A user's eyes and if desired head is tracked as the user's gaze follows a moving object on a display. Motion blur of the moving object is keyed to the eye/head tracking. Motion blur of other objects in the frame also may be keyed to the eye/head tracking.

Apparatus and method for providing game service
11554325 · 2023-01-17 · ·

A method for providing a game service and a server for performing the same are disclosed. A method by which a server provides a game service can comprise the steps of: receiving image data including motion data from a user terminal; generating skill motion sequence data of a game character corresponding to the motion data; and adjusting a skill motion of the game character on the basis of the generated skill motion sequence data.

Thermopile array fusion tracking

A simultaneous location and mapping (SLAM)-enabled video game system, a user device of the video game system, and a computer-readable storage medium of the user device are disclosed. Generally, the video game system includes a video game console, a plurality of thermal beacons, and a user device communicatively coupled with the video game console. The user device includes a thermopile array, a processor, and a memory. The user device may receive thermal data from the thermopile array, the thermal data corresponding to a thermal signal emitted from a thermal beacon of the plurality of thermal beacons and detected by the thermopile array. The user device may determine, based on the thermal data, its location in 3D space, and then transmit that location to the video game system.

ELECTRONIC GAMING SYSTEM WITH HUMAN GESTURING INPUTS
20180001208 · 2018-01-04 ·

Examples disclosed herein relate to systems and methods, which may receive wagers on one or more paylines. The disclosure relates to an electronic gaming system which allows a player to make one or more inputs via human gesturing, and associated methods.

CONTROLLER FOR COMPUTER ENTERTAINMENT SYSTEM
20180001188 · 2018-01-04 · ·

A controller for a computer entertainment system including a control box (104) for executing and running a computer game and causing game footage to be displayed on a screen (510—FIG. 3), said control box (104) being configured to receive control signals representative of user manipulation of said game and dynamically adjust said game footage accordingly; said controller comprising a hand-held gamepad (102) and an inertial sensor (106), separate from and configured for data communication with, said gamepad (102); said hand-held gamepad (102) comprising at least one control input device and including a processor (114—FIG. 5) for generating control signals for manipulating a game running on said control box (104) in response to user manipulation of said at least one control input device and causing said control signals to be transmitted to said control box (104); said inertial sensor (106) being configured to be mounted in or on a user-worn garment such that user movement causes corresponding movement of said inertial sensor (106); said processor (114—FIG. 5) being further configured to receive signals from said inertial sensor (106) representative of user movement, convert said signals into control signals for manipulating said computer game, said control signals being of the same format as control signals generated in response to user manipulation of a respective control input device, and cause said control signals to be transmitted to said control box (104).

CONTROLLER FOR COMPUTER ENTERTAINMENT SYSTEM
20180001188 · 2018-01-04 · ·

A controller for a computer entertainment system including a control box (104) for executing and running a computer game and causing game footage to be displayed on a screen (510—FIG. 3), said control box (104) being configured to receive control signals representative of user manipulation of said game and dynamically adjust said game footage accordingly; said controller comprising a hand-held gamepad (102) and an inertial sensor (106), separate from and configured for data communication with, said gamepad (102); said hand-held gamepad (102) comprising at least one control input device and including a processor (114—FIG. 5) for generating control signals for manipulating a game running on said control box (104) in response to user manipulation of said at least one control input device and causing said control signals to be transmitted to said control box (104); said inertial sensor (106) being configured to be mounted in or on a user-worn garment such that user movement causes corresponding movement of said inertial sensor (106); said processor (114—FIG. 5) being further configured to receive signals from said inertial sensor (106) representative of user movement, convert said signals into control signals for manipulating said computer game, said control signals being of the same format as control signals generated in response to user manipulation of a respective control input device, and cause said control signals to be transmitted to said control box (104).

OBJECT MODELING AND REPLACEMENT IN A VIDEO STREAM

Systems, devices, and methods are presented for segmenting an image of a video stream with a client device by receiving one or more images depicting an object of interest and determining pixels within the one or more images corresponding to the object of interest. The systems, devices, and methods identify a position of a portion of the object of interest and determine a direction for the portion of the object of interest. Based on the direction of the portion of the object of interest, a histogram threshold is dynamically modified for identifying pixels as corresponding to the portion of the object of interest. The portion of the object of interest is replaced with a graphical interface element aligned with the direction of the portion of the object of interest.

METHOD AND DEVICE FOR COMPUTING A PATH IN A GAME SCENE
20180012403 · 2018-01-11 ·

A method and device for computing a path in a game scene according to embodiments of the present disclosure, comprising: dividing the game scene into a plurality of first areas; dividing each of the first areas into a plurality of convex polygons, based on features of the game scene; combining adjacent convex polygons into a plurality of second areas; computing a first path from a first point to a second point, said first path passing through a group of second areas of said plurality of second areas; and computing, based on the first path, a second path from the first point to the second point, said second path passing through a group of convex polygons of said group of second areas.