A63F2250/22

INFORMATION PROCESSING APPARATUS AND IMAGE DISPLAY METHOD
20200201048 · 2020-06-25 ·

A line-of-sight direction detection section 32 detects a direction of a line of sight of a user wearing a head-mounted display. A main image generation section 42 generates a first image regarding main content selected by the user as an item to be displayed on the head-mounted display. A display control section 50 causes the head-mounted display to display a second image regarding content different from the main content for promoting recognition of a given thing or service together with the first image. The display control section 50 controls a manner in which the second image is displayed on the head-mounted display in accordance with the direction of the user's line of sight.

METHOD AND APPARATUS CONTROLLING A USER INTERFACE
20200101386 · 2020-04-02 ·

A computer device comprises a user interface configured to display time information associated with a feature. The time information indicates when the feature will change from one of being available and unavailable to the other of being available and unavailable. The time information changes at a first rate. At least one processor is configured, in response to a user interaction via the user interface, to cause the user interface to display content, the time information being configured to change at a second different rate while the content is displayed.

DYNAMIC VIRTUAL SCRATCH CARD GAMING SYSTEM

A system has a pre-recorded content database. Further, the system has a processor that establishes a virtual scratch card game, randomly determines a plurality of positions in a virtual scratch card grid that correspond to a winning outcome of the virtual scratch card game, searches for a plurality of pre-recorded video clips in the pre-recorded content database such that each of the plurality of pre-recorded video clips displays an event corresponding to the winning outcome, and provides the plurality of pre-recorded video clips to a display device that renders the virtual scratch card grid according to a plurality of scratch-off blocks that, when activated, reveal each of the plurality of pre-recorded video clips at each of the corresponding plurality of positions.

Memory Stimulation Device and Method of Use
20190329124 · 2019-10-31 · ·

A memory stimulation device and a method of using the same, the memory stimulation device may be based around forming one or more recognizable codes such as postal codes. The memory stimulation device may include a card with more than one defined area including a first area with a perforated matrix. The perforated matrix may define a plurality of sections. The sections may each include a letter, which may be a single letter from the English alphabet, and a number, which may be a natural number, displayed on a first surface of each section. An instruction area may be provided adjacent to the first area and may include a graphic of itemized instructions on how to use the memory stimulation device. An advertizing area may be provided adjacent to the instruction area. The advertizing area may include a printable area on which advertizing space may be used.

Computer program for marketing and selling fantasy sports and/or stock market teams
10427054 · 2019-10-01 · ·

A computer program for marketing fantasy sports and/or stock market teams to potential investors, where an investor in a fantasy team shares in the winnings of that team. An owner of a fantasy sports team or a fantasy stock market portfolio offers his/her team up for sale or investment. The team can be sold in its entirety, or only a partial stake in the team can be sold, at the discretion of the owner. Potential investors view teams which are up for sale or investment, research team background and performance, and if desired, make an offer to buy a share of a team. Offers to sell and buy can be handled as either fixed price transactions or as auction-style bidding. Team owners split profits with investors according to ownership percentage. Investor pools and partnerships are possible, and many other features for facilitating investment transactions are disclosed.

Raffle device
10332330 · 2019-06-25 ·

A device used in marketing contests, particularly for the drawing of tickets which are put into a rotating raffle drum (G), and whose main purpose is to provide a dynamic and automated device that, advantageously, allows feeding of tickets even when the rotating drum is moving, enables constant and uniform shuffling of said tickets, thus ensuring randomness of the drawing with greater safety and ease and, at the same time, provides public entertainment. Said raffle device (E) comprises a rotating raffle drum (G), a stand (S), a rotation mechanism (R), a ticket feeding device (D), a compressed air power unit (C) and a power, command and control board (Q), including an electronic control unit (not depicted) such as a PLC. Device (E) may further comprise a ticket swirling mechanism (T) interconnected to a compressed air power unit (C) and a lighting system (not depicted) conveniently associated with the rotating drum (G).

Finger flick ball game
10322335 · 2019-06-18 ·

The invention is a game for amusement including a cabinet, a ball and one or more targets wherein the ball can be flicked by a player's finger in an attempt to contact, engage or activate the one or more targets.

Systems and methods for incentivizing user log-in to a user account associated with an online game

User log-in to a user account of an online game may be incentivized by providing awards to the users for logging in. Reengagement time periods for individual ones of the user accounts may be determined. The reengagement time periods may be determined to expire at times when a user may be logged out and/or may be expected to be logged out. By way of non-limiting example, the reengagement time periods may expire during wait periods for ongoing in-game tasks. The awards may be provided based on the expiration of the reengagement time periods and the user accounts conveying satisfaction of award redemption criteria.

COMPUTER PROGRAM FOR MARKETING AND SELLING FANTASY SPORTS AND/OR STOCK MARKET TEAMS
20180104599 · 2018-04-19 ·

A computer program for marketing fantasy sports and/or stock market teams to potential investors, where an investor in a fantasy team shares in the winnings of that team. An owner of a fantasy sports team or a fantasy stock market portfolio offers his/her team up for sale or investment. The team can be sold in its entirety, or only a partial stake in the team can be sold, at the discretion of the owner. Potential investors view teams which are up for sale or investment, research team background and performance, and if desired, make an offer to buy a share of a team. Offers to sell and buy can be handled as either fixed price transactions or as auction-style bidding. Team owners split profits with investors according to ownership percentage. Investor pools and partnerships are possible, and many other features for facilitating investment transactions are disclosed.

Playing Card Cups
20180037368 · 2018-02-08 · ·

An apparatus includes a set of playing card cups, wherein at least one of the playing card cups comprises an image of a specific playing card configured to elegantly and easily identify the cup's user.