A63F2300/1012

GAMING DEVICE WITH ROTATABLY PLACED CAMERAS
20180011545 · 2018-01-11 ·

A method to identify positions of fingers of a hand is described. The method includes capturing images of a first hand using a plurality of cameras that are part of a wearable device. The wearable device is attached to a wrist of a second hand and the plurality of cameras of the wearable device is disposed around the wearable device. The method includes repeating capturing of additional images of the first hand, the images and the additional images captured to produce a stream of captured image data during a session of presenting the virtual environment in a head mounted display (HMD). The method includes sending the stream of captured image data to a computing device that is interfaced with the HMD. The computing device is configured to process the captured image data to identify changes in positions of the fingers of the first hand.

Health and wellness gamification

Systems and methods for integrating biometric data into gameplay of interactive content titles are provided. More specifically, such systems and methods may provide a healthcare gamification hub in an online gaming system. whereby players are incentivized to reach health and wellness goals that may be translated into in-game or metagaming resources for interactive content titles. Earning game resources may be associated stored health gamification rules that specify actions associated with corresponding biometric data and a virtual reward that is redeemable towards one or more in-game rewards associated with one or more interactive content titles. Real-time biometric data regarding a user may be received and the biometric data may be captured by one or more sensor devices.

Footwear having sensor system

A shoe has a sensor system operably connected to a communication port. Performance data is collected by the system and can be transferred for further use via the communication port. The shoe may contain an electronic module configured to gather data from the sensors. The module may also transmit the data to an external device for further processing. Users can use the collected data for a variety of different uses or applications.

HEALTH AND WELLNESS GAMIFICATION

Systems and methods for integrating biometric data into gameplay of interactive content titles are provided. More specifically, such systems and methods may provide a healthcare gamification hub in an online gaming system. whereby players are incentivized to reach health and wellness goals that may be translated into in-game or metagaming resources for interactive content titles. Earning game resources may be associated stored health gamification rules that specify actions associated with corresponding biometric data and a virtual reward that is redeemable towards one or more in-game rewards associated with one or more interactive content titles. Real-time biometric data regarding a user may be received and the biometric data may be captured by one or more sensor devices.

Control method, terminal, and system using environmental feature data and biological feature data to display a current movement picture

A control method includes obtaining feature data using at least one sensor, the feature data being acquired by the terminal using the at least one sensor, generating an action instruction based on the feature data and a decision-making mechanism of the terminal, and executing the action instruction. In this application, various aspects of feature data are acquired using a plurality of sensors, data analysis is performed on the feature data, and a corresponding action instruction is then generated based on a corresponding decision-making mechanism to implement interactive control.

Identifying player engagement to generate contextual game play assistance

The present disclosure describes methods and systems directed towards identifying player engagement to generate contextual game play assistance. User gameplay information is monitored so that the user can be provided assistance within the video game where the user may have problems. User gameplay information is monitored in order to identify what type(s) of assistance could be provided to the user. The information can be based on the current level of frustration of the user with the video game.

Center device

Methods and apparatus provide for: facilitating communication between one or more controller devices operated by one or more users, respectively, and a data processing apparatus running an application program, wherein each controller device includes a plurality of actuation elements that are operable to be manipulated by a respective one of the one or more users to input desired operations to the data processing apparatus for use by the application program; obtaining a respective controller identifier from each of the one or more controller devices; and storing in a memory the controller identifiers in response to the control section in a sequential table, such that each entry in the sequential table includes at least a sequential table entry number and a respective one of the controller identifiers.

VIRTUAL REALITY GAME- AND BIOSIGNAL SENSOR-BASED VESTIBULO-OCULAR REFLEX ASSESSMENT AND REHABILITATION APPARATUS

A virtual reality game- and biosignal sensor-based VOR assessment and rehabilitation apparatus includes: a biosignal sensing unit which senses and notifies of head movement and eye movement of a patient using an eye tracker and an inertial measurement unit (IMU) sensor attached or installed to a head-mounted display device; a VOR function assessment unit which configures and provides a game for VOR function assessment; a patient-personalization control unit which determines, on the basis of the VOR gain of the patient, the types and order of rehabilitation games, and a rehabilitation level; and a rehabilitation game providing unit which configures and provides games for at least one among smooth pursuit, saccades, VOR rehabilitation exercise, amplified VOR rehabilitation exercise, and suppressive VOR rehabilitation exercise, and determines the difficulty levels of the games on the basis of the rehabilitation level.

GAME PROGRAM, METHOD, AND INFORMATION PROCESSING DEVICE
20230097406 · 2023-03-30 · ·

A game that receives information about sleep of users maintains enjoyment of the game without placing an excessive load on a server. The game includes receiving an operation input from a user; setting a first time at which a game is to progress and making a predetermined notification at the first time when the operation input is not received before the first time arrives; changing a state of the notification based on the operation input of the user and accessing a server to progress the game; and distributing second times at which the computers of users are to access the server to progress the game.

Brain activity tracking during electronic gaming
11612808 · 2023-03-28 · ·

An illustrative system includes a brain interface system configured to be worn by a user and to output brain activity data representative of brain activity of the user while the user concurrently plays an electronic game and a computing device configured to obtain the brain activity data and modify, based on the brain activity data, an attribute of the electronic game.