Patent classifications
A63F13/57
HAND-EYE COORDINATION RELATED GAMING SYSTEMS AND METHODS
A gaming system according to some aspects of the invention includes a processor, and a memory device storing a plurality of instructions, when executed by the processor, cause the processor to cause a display, by a display device, of a first shape having a first location and a movable second shape having an initial location. The processor receives, player commands for dimensional change the second shapes, after which the second shape moves towards the first shape. The processor causes temporal dimensional changes of the first shape. At least one part of the second shape fits into at least one part of the first shape, at least in one temporary occurrence where the dimensions of the first shape and the second shape allow said fit. The processor checks whether the second shape reached the first shape and whether, if the second shape reached the first shape location, there exists a fit.
Role-based failure response training for distributed systems
Methods, systems, and computer-readable media for role-based failure response training for distributed systems are disclosed. A failure response training system determines a failure mode associated with an architecture for a distributed system comprising a plurality of components. The training system generates a scenario based at least in part on the failure mode. The scenario comprises an initial state of the distributed system which is associated with one or more metrics indicative of a failure. The training system provides, to a plurality of users, data describing the initial state. The training system solicits user input representing modification of a configuration of the components. The training system determines a modified state of the distributed system based at least in part on the input. The performance of the distributed system in the modified state is indicated by one or more modified metrics differing from the one or more initial metrics.
Role-based failure response training for distributed systems
Methods, systems, and computer-readable media for role-based failure response training for distributed systems are disclosed. A failure response training system determines a failure mode associated with an architecture for a distributed system comprising a plurality of components. The training system generates a scenario based at least in part on the failure mode. The scenario comprises an initial state of the distributed system which is associated with one or more metrics indicative of a failure. The training system provides, to a plurality of users, data describing the initial state. The training system solicits user input representing modification of a configuration of the components. The training system determines a modified state of the distributed system based at least in part on the input. The performance of the distributed system in the modified state is indicated by one or more modified metrics differing from the one or more initial metrics.
AUDIO CONFIGURATION SWITCHING IN VIRTUAL REALITY
Various aspects of the subject technology relate to systems, methods, and machine-readable media for communication a shared artificial reality environment. Various aspects may include receiving an indication of artificial reality location information for a user. Aspects may also include determining an audio configuration for the user based on the artificial reality location information or an application. Aspects may also include determining a switch point for changing the audio configuration for audio between the user and the another user, such as based on the location of the another user. Aspects may also include changing the audio configuration to another audio configuration based on the switch point. Aspects may include outputting audio based on the another audio configuration.
Method and device for acquiring probability information of gacha system, and computer program
A method of acquiring probability information of a gacha system includes: acquiring, by a first user terminal, second gacha event information that is information about a gacha event occurring in a second user terminal; acquiring, by the first user terminal, third gacha event information that is information about a gacha event occurring in a third user terminal; acquiring probability information of the gacha system based on the acquired second gacha event information and third gacha event information; and displaying the acquired probability information of the gacha system.
ROUTE GENERATION SYSTEM WITHIN A VIRTUAL ENVIRONMENT OF A GAME APPLICATION
The systems and processes described herein can provide dynamic and realistic route generation based on actual route data within the game environment. The system provides for generating a route database for use with a sports simulation game application. The present disclosure also provides for generation of routes during runtime of the game application. The route generation system can help address the problem of generating realistic and lifelike routes based on real life movements of athletes.
ROUTE GENERATION SYSTEM WITHIN A VIRTUAL ENVIRONMENT OF A GAME APPLICATION
The systems and processes described herein can provide dynamic and realistic route generation based on actual route data within the game environment. The system provides for generating a route database for use with a sports simulation game application. The present disclosure also provides for generation of routes during runtime of the game application. The route generation system can help address the problem of generating realistic and lifelike routes based on real life movements of athletes.
Cross-pollination of in-game events, assets and persistent communications using signs and likes across virtual environments in gaming sessions of a video game
A method for connecting game plays between different players playing a video game. The method includes determining that a first character has accomplished a mission within a region of a virtual environment of the video game, wherein the first character is controlled by a first player playing the video game in a first game play. The method includes opening access by the first character to a regional inter-game communication medium in response to accomplishing the task. The method includes generating first data in the first game play. The method includes cross-pollinating the first data using the regional inter-game communication medium across a plurality of virtual environments of a plurality of asynchronous game plays of a plurality of players.
Cross-pollination of in-game events, assets and persistent communications using signs and likes across virtual environments in gaming sessions of a video game
A method for connecting game plays between different players playing a video game. The method includes determining that a first character has accomplished a mission within a region of a virtual environment of the video game, wherein the first character is controlled by a first player playing the video game in a first game play. The method includes opening access by the first character to a regional inter-game communication medium in response to accomplishing the task. The method includes generating first data in the first game play. The method includes cross-pollinating the first data using the regional inter-game communication medium across a plurality of virtual environments of a plurality of asynchronous game plays of a plurality of players.
COMPUTER-READABLE NON-TRANSITORY STORAGE MEDIUM HAVING GAME PROGRAM STORED THEREIN, PROCESSING APPARATUS, PROCESSING SYSTEM, AND GAME PROCESS CONTROL METHOD
A first game process that proceeds independently of a second game process related to opponents for a user is performed. State data indicating a second game state of the second game process related to each of a plurality of the opponents is sequentially acquired, and a display image including a first image reflecting a first game state of the first game process and a plurality of second images reflecting the second game states indicated by the state data is sequentially generated. The display image is sequentially generated such that the first image is arranged in a first area located at a center of the display image, a second area is located at a position at each of right and left sides of the first area, and the second images are arranged in the respective second areas at the right and left sides.An instruction that changes a game state of the target is made if a game state of the user satisfies a predetermined condition.