Patent classifications
A63F13/47
DATA MINING, INFLUENCING VIEWER SELECTIONS, AND USER INTERFACES
A narrative includes a number of serially connected narrative segments combined by a director or editor in a defined sequence to tell a story. A number of different narrative segments are available to the director or editor. A content delivery editor provides editors and directors with the ability to augment a narrative with additional narrative segments that provide alternate perspectives, views, or insights to the consumer. Such allows conveyance of the same narrative to the consumer using a number of plots or perspectives. Branch points in the narrative provide the consumer the opportunity to follow a storyline they find interesting. Each consumer follows a “personalized” path through the narrative. The director or editor may influence selection at branch points by providing priming stimuli prior to presentation of a prompt to select a branch and by optionally providing target stimuli during presentation of the prompt to select a branch.
DATA MINING, INFLUENCING VIEWER SELECTIONS, AND USER INTERFACES
A narrative includes a number of serially connected narrative segments combined by a director or editor in a defined sequence to tell a story. A number of different narrative segments are available to the director or editor. A content delivery editor provides editors and directors with the ability to augment a narrative with additional narrative segments that provide alternate perspectives, views, or insights to the consumer. Such allows conveyance of the same narrative to the consumer using a number of plots or perspectives. Branch points in the narrative provide the consumer the opportunity to follow a storyline they find interesting. Each consumer follows a “personalized” path through the narrative. The director or editor may influence selection at branch points by providing priming stimuli prior to presentation of a prompt to select a branch and by optionally providing target stimuli during presentation of the prompt to select a branch.
Cross-platform consumption of in-game objects
Computer implemented systems and methods for cross-platform consumption of in-game objects are provided herein. An exemplary method includes receiving by a data platform from at least one first device game object data discovered by a user while playing a video game associated with the data platform; attributing by the data platform a cross-platform identifier to the game object data; storing by the data platform metadata associated with the game object data to a database associated with the data platform, and receiving by the data platform from a second device associated with the data platform a request for access to the game object data and the metadata. The request may include the cross-platform identifier. The exemplary method further includes authenticating by the data platform the request based on the cross-platform identifier; and based on the authentication selectively providing by the data platform access to game object data and the metadata.
VARIABLE COMPUTING ENGINE FOR INTERACTIVE MEDIA BASED UPON USER BIOMETRICS
A system and method for implementing interactive media content is provided. Interactive media content is received for communication to a user through at least wireless earpieces. User biometrics are measured utilizing the wireless earpieces. A user condition associated with the user biometrics is determined. Branching patterns of the interactive media content are modified in response to the user condition. The interactive content may be a game or story.
SOFTWARE WITH MOTION RECORDING FEATURE TO SIMPLIFY ANIMATION
Features of a software program designed to facilitate animation by users of handheld or portable electronic devices are described. The software program may be in the form of instructions suitable to be carried out by the microprocessor of such a device in response to inputs from the user. The software provides a motion recording feature in which a user input in the form of a pointer, touch point, or other position-related input is monitored over the course of a recording session, converted to a data string of attribute values, and stored in memory. The software displays an animation of a virtual object over an animation period by retrieving the data string of attribute values from the memory and causing the processor to generate the animation using the retrieved data string of attribute values
Intent-based Models for Use in Selecting Actions in Video Games
This specification describes a computer-implemented method of generating an intent-based model for use in selecting actions in a video game. The method comprises initializing a graph comprising a plurality of nodes. Each node of the plurality of nodes represents a state of an entity in the video game. The method further comprises adding one or more edges to the graph. Each edge of the one or more edges represents a transition from a first state to a second state. The method further comprises determining, for each node of the plurality of nodes, a distance to each other node, comprising performing a path-finding algorithm on the graph. The method further comprises determining one or more outcome nodes. Each outcome node represents an outcome state of the entity. The method further comprises scoring the one or more outcome nodes, comprising, for each outcome node, determining a score based on an outcome of the outcome node. The method further comprises scoring the plurality of nodes of the graph. Scoring the plurality of nodes of the graph comprises, for each node of the plurality of nodes, and for each outcome out of a set of outcomes, determining whether one or more outcome nodes for the outcome are immediately available from the node; and when one or more outcome nodes for the outcome are immediately available from the node, scoring the outcome for the node using the scores of the one or more outcome nodes. The method further comprises, for each node of the graph, and for each outcome out of the set of outcomes, determining a distance from the node to a highest scoring outcome node for the outcome.
Intent-based Models for Use in Selecting Actions in Video Games
This specification describes a computer-implemented method of generating an intent-based model for use in selecting actions in a video game. The method comprises initializing a graph comprising a plurality of nodes. Each node of the plurality of nodes represents a state of an entity in the video game. The method further comprises adding one or more edges to the graph. Each edge of the one or more edges represents a transition from a first state to a second state. The method further comprises determining, for each node of the plurality of nodes, a distance to each other node, comprising performing a path-finding algorithm on the graph. The method further comprises determining one or more outcome nodes. Each outcome node represents an outcome state of the entity. The method further comprises scoring the one or more outcome nodes, comprising, for each outcome node, determining a score based on an outcome of the outcome node. The method further comprises scoring the plurality of nodes of the graph. Scoring the plurality of nodes of the graph comprises, for each node of the plurality of nodes, and for each outcome out of a set of outcomes, determining whether one or more outcome nodes for the outcome are immediately available from the node; and when one or more outcome nodes for the outcome are immediately available from the node, scoring the outcome for the node using the scores of the one or more outcome nodes. The method further comprises, for each node of the graph, and for each outcome out of the set of outcomes, determining a distance from the node to a highest scoring outcome node for the outcome.
Method for sharing a portion of gameplay of a video game
A method for sharing gameplay of a video game, including: executing the video game by a server of a cloud gaming system, wherein executing the video game includes generating a first game state of the video game for said gameplay of the video game by a first user; streaming the gameplay over a network during said execution of the video game to enable the gameplay by the first user; receiving, during said gameplay, a command to share an interactive playable portion of the gameplay by the first user; responsive to the command, providing to a second user access to the interactive playable portion of the video game through a website interface, wherein the gameplay of the interactive playable portion by the second user generates a second game state of the video game that is generated during a different session from the generation of the first game state.
Method for sharing a portion of gameplay of a video game
A method for sharing gameplay of a video game, including: executing the video game by a server of a cloud gaming system, wherein executing the video game includes generating a first game state of the video game for said gameplay of the video game by a first user; streaming the gameplay over a network during said execution of the video game to enable the gameplay by the first user; receiving, during said gameplay, a command to share an interactive playable portion of the gameplay by the first user; responsive to the command, providing to a second user access to the interactive playable portion of the video game through a website interface, wherein the gameplay of the interactive playable portion by the second user generates a second game state of the video game that is generated during a different session from the generation of the first game state.
INFORMATION PROCESSING APPARATUS, SYSTEM, NON-TRANSITORY COMPUTER-READABLE STORAGE MEDIUM WITH EXECUTABLE PROGRAM STORED THEREON, AND METHOD
An information processing apparatus outputs a sound when an output condition is satisfied, and receives designation information from another information processing apparatus that executes a game application. Output of the sound includes output of a first sound as the sound when timing when the output condition is satisfied is not in a time range based on the designation information and output of a second sound different from the first sound as the sound when the timing when the output condition is satisfied is in the time range based on the designation information.