Systems, processes and device configurations are provided for electronic gaming control and fragmented functionality normalization for electronic games. Users of electronic games may be subject to one or more laws or regulations restricting exchange of data or limiting game technology. Limitations may be based on user preferences for privacy, subject matter depicted, and restrictions on use of technology (e.g., biometric detection, artificial intelligence, etc.). Additional restrictions may be imposed for content ratings, age restrictions, player preferences, and privacy settings. Processes and device configurations described herein allow for game sessions to be provided while determining one or more modifications in response to one or more limitations. Processes include determining fragmented functionality limitations for a game session to identify at least one of game operation for modification and determining a normalization setting for the game session. Normalization settings may modify at least one operation of electronic games during the game session.
A63F 13/67 - Création ou modification du contenu du jeu avant ou pendant l’exécution du programme de jeu, p. ex. au moyen d’outils spécialement adaptés au développement du jeu ou d’un éditeur de niveau intégré au jeu en s’adaptant à ou par apprentissage des actions de joueurs, p. ex. modification du niveau de compétences ou stockage de séquences de combats réussies en vue de leur réutilisation
A63F 13/69 - Création ou modification du contenu du jeu avant ou pendant l’exécution du programme de jeu, p. ex. au moyen d’outils spécialement adaptés au développement du jeu ou d’un éditeur de niveau intégré au jeu en permettant l'utilisation ou la mise à jour d'éléments spécifiques du jeu, p. ex. déblocage d’options, d’éléments, de niveaux ou de versions cachés
A63F 13/79 - Aspects de sécurité ou de gestion du jeu incluant des données sur les joueurs, p. ex. leurs identités, leurs comptes, leurs préférences ou leurs historiques de jeu
2.
DETECTING THE ONSET OF MOTION SICKNESS USING GAME CONSOLE CAMERA
Images from a camera such as on a computer game console or other device of a player of a computer game are analyzed to determine whether motion of the player such as sway may resemble a precursor motion pattern to motion sickness, so that the player may be advised accordingly before the symptoms of motion sickness manifest themselves.
A61B 5/00 - Mesure servant à établir un diagnostic Identification des individus
A61B 5/11 - Mesure du mouvement du corps entier ou de parties de celui-ci, p. ex. tremblement de la tête ou des mains ou mobilité d'un membre
A63F 13/52 - Commande des signaux de sortie en fonction de la progression du jeu incluant des aspects de la scène de jeu affichée
A63F 13/533 - Commande des signaux de sortie en fonction de la progression du jeu incluant des informations visuelles supplémentaires fournies à la scène de jeu, p. ex. en surimpression pour simuler un affichage tête haute [HUD] ou pour afficher une visée laser dans un jeu de tir pour inciter une interaction avec le joueur, p. ex. en affichant le menu d’un jeu
3.
DETECTING ONSET OF MOTION SICKNESS IN VIRTUAL REALITY (VR)
Signals from a motion sensor on a head-mounted device (HMD) used by a player of a computer game are analyzed to determine whether motion of the player such as sway may resemble a precursor motion pattern to motion sickness, so that the player may be advised accordingly before the symptoms of motion sickness manifest themselves.
Images from a camera such as on a computer game console or other device of a player of a computer game are analyzed to determine whether motion of the player such as sway may resemble a precursor motion pattern to motion sickness, so that the player may be advised accordingly before the symptoms of motion sickness manifest themselves.
A63F 13/213 - Dispositions d'entrée pour les dispositifs de jeu vidéo caractérisées par leurs capteurs, leurs finalités ou leurs types comprenant des moyens de photo-détection, p. ex. des caméras, des photodiodes ou des cellules infrarouges
A63F 13/211 - Dispositions d'entrée pour les dispositifs de jeu vidéo caractérisées par leurs capteurs, leurs finalités ou leurs types utilisant des capteurs d’inertie, p. ex. des accéléromètres ou des gyroscopes
A63F 13/53 - Commande des signaux de sortie en fonction de la progression du jeu incluant des informations visuelles supplémentaires fournies à la scène de jeu, p. ex. en surimpression pour simuler un affichage tête haute [HUD] ou pour afficher une visée laser dans un jeu de tir
Methods for graphics processing are provided. One example method includes executing a plurality of kernels using a plurality of graphics processing units (GPUs), wherein responsibility for executing a corresponding kernel is divided into one or more portions each of which being assigned to a corresponding GPU. The method includes generating a plurality of dependency data at a first kernel as each of a first plurality of portions of the first kernel completes processing. The method includes checking dependency data from one or more portions of the first kernel prior to execution of a portion of a second kernel. The method includes delaying execution of the portion of the second kernel as long as the corresponding dependency data of the first kernel has not been met.
Techniques include receiving a first grayscale image, a second grayscale image, and a set of colors. The techniques further include combining the first grayscale image, the second grayscale image, and the set of colors to render a color image. The techniques further include outputting the color image.
(1) Recorded game software; downloadable game software; video game software; computer game software; recorded virtual reality game software; downloadable virtual reality game software; virtual reality game software; augmented reality game software; game software downloadable to mobile phones, tablet computers, and other electronic mobile devices; multimedia and interactive software; downloadable digital media, namely, downloadable images, downloadable artwork, downloadable text files, downloadable audio files, downloadable video files, and downloadable game software; downloadable series of fiction books; downloadable non-fiction books in the field of video games; downloadable comics and graphic novels; DVDs and optical discs featuring motion pictures and television shows; downloadable motion pictures and televisions shows; compact discs and vinyl records featuring music; downloadable audio recordings featuring music; downloadable podcasts; downloadable audio books. (1) Entertainment services, namely, providing temporary use of non-downloadable video games and computer games; entertainment services, namely, providing online video games and computer games; providing online entertainment; entertainment services, namely, providing information relating to video games, computer games, motion pictures, and television shows via computer networks and global communication networks; virtual reality game services provided on-line from a computer network; entertainment services, namely, providing virtual environments in which users can interact for recreational, leisure, or entertainment purposes; gaming services in the nature of conducting online video game tournaments; providing online non-downloadable series of fiction books, non-fiction books in the field of video games, comic books, and graphic novels; entertainment services in the nature of ongoing television shows and movies; entertainment services, namely, providing non-downloadable motion pictures and television shows via a video-on-demand service; entertainment services in the nature of development, creation, production, distribution, and post-production of motion pictures and television shows; entertainment services, namely, providing on-line non-downloadable video clips and other multimedia digital content containing audio, video, artwork, and text from or related to video games, computer games, motion pictures, and television shows; entertainment services, namely, providing non-downloadable playback of music via global communications networks; entertainment services, namely, providing non-downloadable podcasts and audio books; entertainment in the nature of an amusement park ride; entertainment services in the nature of an amusement park attraction, namely, a themed area.
8.
Detecting onset of motion sickness in virtual reality (VR)
Detecting Onset of Motion Sickness in Virtual Reality (VR) Signals from a motion sensor on a head-mounted device (HMD) used by a player of a computer game are analyzed to determine whether motion of the player such as sway may resemble a precursor motion pattern to motion sickness, so that the player may be advised accordingly before the symptoms of motion sickness manifest themselves.
G06F 3/01 - Dispositions d'entrée ou dispositions d'entrée et de sortie combinées pour l'interaction entre l'utilisateur et le calculateur
G06F 3/04815 - Interaction s’effectuant dans un environnement basé sur des métaphores ou des objets avec un affichage tridimensionnel, p. ex. modification du point de vue de l’utilisateur par rapport à l’environnement ou l’objet
G06F 3/04847 - Techniques d’interaction pour la commande des valeurs des paramètres, p. ex. interaction avec des règles ou des cadrans
G06T 5/10 - Amélioration ou restauration d'image utilisant le filtrage dans le domaine non spatial
09 - Appareils et instruments scientifiques et électriques
41 - Éducation, divertissements, activités sportives et culturelles
Produits et services
Recorded game software; downloadable game software; video game software; computer game software; recorded virtual reality game software; downloadable virtual reality game software; virtual reality game software; augmented reality game software; game software downloadable to mobile phones, tablet computers, and other electronic mobile devices; multimedia and interactive software; downloadable digital media, namely, downloadable images, downloadable artwork, downloadable text files, downloadable audio files, downloadable video files, and downloadable game software; downloadable series of fiction books; downloadable non-fiction books in the field of video games; downloadable comics and graphic novels; DVDs and optical discs featuring motion pictures and television shows; downloadable motion pictures and televisions shows; compact discs and vinyl records featuring music; downloadable audio recordings featuring music; downloadable podcasts; downloadable audio books. Entertainment services, namely, providing temporary use of non-downloadable video games and computer games; entertainment services, namely, providing online video games and computer games; providing online entertainment; entertainment services, namely, providing information relating to video games, computer games, motion pictures, and television shows via computer networks and global communication networks; virtual reality game services provided on-line from a computer network; entertainment services, namely, providing virtual environments in which users can interact for recreational, leisure, or entertainment purposes; gaming services in the nature of conducting online video game tournaments; providing online non-downloadable series of fiction books, non-fiction books in the field of video games, comic books, and graphic novels; entertainment services in the nature of ongoing television shows and movies; entertainment services, namely, providing non-downloadable motion pictures and television shows via a video-on-demand service; entertainment services in the nature of development, creation, production, distribution, and post-production of motion pictures and television shows; entertainment services, namely, providing on-line non-downloadable video clips and other multimedia digital content containing audio, video, artwork, and text from or related to video games, computer games, motion pictures, and television shows; entertainment services, namely, providing non-downloadable playback of music via global communications networks; entertainment services, namely, providing non-downloadable podcasts and audio books; entertainment in the nature of an amusement park ride; entertainment services in the nature of an amusement park attraction, namely, a themed area.
09 - Appareils et instruments scientifiques et électriques
Produits et services
Recorded video game software; Downloadable video game software; Recorded computer game software; Downloadable computer game software; Recorded computer virtual reality game software; Recorded virtual reality software for playing video games; Downloadable virtual reality game software; Downloadable augmented reality software for playing video games and computer games; Downloadable computer game software for use on mobile and cellular phones and tablet computers.
11.
SYSTEM AND METHODS FOR ELECTRONIC GAMING CONTROL AND PERFORMANCE NORMALIZATION USING ARTIFICIAL INTELLIGENCE
Systems, processes and device configurations are provided for electronic gaming control and performance normalization for electronic games, such as multiplayer, network or cloud based games, and for virtual reality and augmented reality applications. Processes include receiving a game data stream for an electronic game, analyzing performance using the game data stream, determining a user performance rating based on gameplay actions and determining a normalization setting modifying at least one game operation of the electronic game. Processes and device configurations can analyze user gameplay experience using game stream data to determine parameters of the user experience affected by one or more of network latency, device capability differences, and user abilities. User gameplay experience may be characterized and one or more normalization settings for modifying game operations may be determined. By normalizing game operations, players of different abilities or with different device capabilities may be provided a normalized game session.
A63F 13/67 - Création ou modification du contenu du jeu avant ou pendant l’exécution du programme de jeu, p. ex. au moyen d’outils spécialement adaptés au développement du jeu ou d’un éditeur de niveau intégré au jeu en s’adaptant à ou par apprentissage des actions de joueurs, p. ex. modification du niveau de compétences ou stockage de séquences de combats réussies en vue de leur réutilisation
09 - Appareils et instruments scientifiques et électriques
41 - Éducation, divertissements, activités sportives et culturelles
Produits et services
Recorded game software; Downloadable game software; Recorded video game software; Downloadable video game software; Recorded computer game software; Downloadable computer game software Entertainment services, namely, providing temporary use of non-downloadable video games and computer games; entertainment services, namely, providing online video games and computer games; entertainment services, namely, providing information relating to video games, computer games, via computer networks and global communication networks; entertainment services, namely, providing virtual environments in which users can interact for recreational, leisure, or entertainment purposes
A neural texturing model, instead of employing a three channel RGB value, uses a value-per-color palette, with the highest value at any spot determining which color is selected. Also, the color palette can be made to be a trainable parameter so the palette is also generated. Thus, a learned palette of colors is used and a selection from that palette is made for each point on the model.
To make a computer-based 3D shape such as a mask, zones are painted on a target head indicating whether a particular zone is to be covered, super-covered, shown, or "don't care" (neutral either way). The coverage or non-coverage of these zones contribute to a loss function as the model is being generated. Essentially rewards and penalties are established for being able (or not) to see the parts that should be seen and not seeing the parts that should not be seen. Also, the model is penalized getting beyond a certain outer bounds. Further, the generation commences from a default mask to have a good starting point. Additionally, a foundation mask model is added to the final generation to cover up any remaining holes. In this way, 3D shapes are created with the correct constraints at a much higher rate.
Techniques are described for customizing computer game audio using artificial intelligence (AI). Game audio is sent to a pre-trained machine learning (ML) model to identify designate audio objects such as voices, footsteps, and gunshots, enhance the audio objects by amplifying them and/or shifting frequency and/or clarifying them, and insert the enhanced objects back into the game audio in real time.
A63F 13/215 - Dispositions d'entrée pour les dispositifs de jeu vidéo caractérisées par leurs capteurs, leurs finalités ou leurs types comprenant des moyens de détection des signaux acoustiques, p. ex. utilisant un microphone
A63F 13/60 - Création ou modification du contenu du jeu avant ou pendant l’exécution du programme de jeu, p. ex. au moyen d’outils spécialement adaptés au développement du jeu ou d’un éditeur de niveau intégré au jeu
A63F 13/42 - Traitement des signaux de commande d’entrée des dispositifs de jeu vidéo, p. ex. les signaux générés par le joueur ou dérivés de l’environnement par mappage des signaux d’entrée en commandes de jeu, p. ex. mappage du déplacement d’un stylet sur un écran tactile en angle de braquage d’un véhicule virtuel
Users generate one-of-a kind custom gear (a mask in one example) by selecting four images from a mood board that 'capture their vibe.' The images are generated using a text-to-image model, with the text used to generate those images being generated by an LLM. In this way, a list of "vibes" is generated, followed by descriptions of images that capture those vibes which are input to the text-to-image model to generate the images to create a moodboard menu content. Once a user selects four images, the selected images' text vibe/description are passed back to an LLM which (now in real-time) generates a unique "vibe" and literal description of the gear. This description is (in real-time) passed to a text-to-image generator to give the user a preview of the gear in 3D.
09 - Appareils et instruments scientifiques et électriques
41 - Éducation, divertissements, activités sportives et culturelles
Produits et services
Recorded game software; downloadable game software; video game software; computer game software; recorded virtual reality game software; downloadable virtual reality game software; virtual reality game software; augmented reality game software; game software downloadable to mobile phones, tablet computers, and other electronic mobile devices; multimedia and interactive software; downloadable digital media, namely, downloadable images, downloadable artwork, downloadable text files, downloadable audio files, downloadable video files, and downloadable game software; downloadable series of fiction books; downloadable non-fiction books in the field of video games; downloadable comics and graphic novels; DVDs and optical discs featuring motion pictures and television shows; downloadable motion pictures and televisions shows; compact discs and vinyl records featuring music; downloadable audio recordings featuring music; downloadable podcasts; downloadable audio books. Entertainment services, namely, providing temporary use of non-downloadable video games and computer games; entertainment services, namely, providing online video games and computer games; providing online entertainment; entertainment services, namely, providing information relating to video games, computer games, motion pictures, and television shows via computer networks and global communication networks; virtual reality game services provided on-line from a computer network; entertainment services, namely, providing virtual environments in which users can interact for recreational, leisure, or entertainment purposes; gaming services in the nature of conducting online video game tournaments; providing online non-downloadable series of fiction books, non-fiction books in the field of video games, comic books, and graphic novels; entertainment services in the nature of ongoing television shows and movies; entertainment services, namely, providing non-downloadable motion pictures and television shows via a video-on-demand service; entertainment services in the nature of development, creation, production, distribution, and post-production of motion pictures and television shows; entertainment services, namely, providing on-line non-downloadable video clips and other multimedia digital content containing audio, video, artwork, and text from or related to video games, computer games, motion pictures, and television shows; entertainment services, namely, providing non-downloadable playback of music via global communications networks; entertainment services, namely, providing non-downloadable podcasts and audio books; entertainment in the nature of an amusement park ride; entertainment services in the nature of an amusement park attraction, namely, a themed area.
18.
Generative Outputs Confirming to User's Own Gameplay to Assist User
Generative models are disclosed to generate audio and visual outputs to a user when the user struggles with a particular aspect of a video game. The generative outputs can demonstrate what success at that aspect of the game looks like, doing so using the same playstyle, ability, and tactics as the user themselves to provide relevant and feasible assistance to the user.
A63F 13/5375 - Commande des signaux de sortie en fonction de la progression du jeu incluant des informations visuelles supplémentaires fournies à la scène de jeu, p. ex. en surimpression pour simuler un affichage tête haute [HUD] ou pour afficher une visée laser dans un jeu de tir utilisant des indicateurs, p. ex. en montrant l’état physique d’un personnage de jeu sur l’écran pour suggérer graphiquement ou textuellement une action, p. ex. en affichant une flèche indiquant un tournant dans un jeu de conduite
A63F 13/25 - Dispositions de sortie pour les dispositifs de jeu vidéo
19.
FACILITATION OF DIGITAL COMMUNICATION CHANNEL BETWEEN VIDEO GAME PLAYERS
Clustering models and other types of models may be used to match a first video game player that is proficient in a particular game task with a second video game player that is facing the same task. A secure communication channel between the two players may then be opened on the game network for the first player to coach the second player within the game environment.
A63F 13/87 - Communiquer avec d’autres joueurs, p. ex. par courrier électronique ou messagerie instantanée
A63F 13/795 - Aspects de sécurité ou de gestion du jeu incluant des données sur les joueurs, p. ex. leurs identités, leurs comptes, leurs préférences ou leurs historiques de jeu pour trouver d’autres joueursAspects de sécurité ou de gestion du jeu incluant des données sur les joueurs, p. ex. leurs identités, leurs comptes, leurs préférences ou leurs historiques de jeu pour constituer une équipeAspects de sécurité ou de gestion du jeu incluant des données sur les joueurs, p. ex. leurs identités, leurs comptes, leurs préférences ou leurs historiques de jeu pour fournir une "liste d’amis"
To make a computer-based 3D shape such as a mask, zones are painted on a target head indicating whether a particular zone is to be covered, super-covered, shown, or “don't care” (neutral either way). The coverage or non-coverage of these zones contribute to a loss function as the model is being generated. Essentially rewards and penalties are established for being able (or not) to see the parts that should be seen and not seeing the parts that should not be seen. Also, the model is penalized getting beyond a certain outer bounds. Further, the generation commences from a default mask to have a good starting point. Additionally, a foundation mask model is added to the final generation to cover up any remaining holes. In this way, 3D shapes are created with the correct constraints at a much higher rate.
Users generate one-of-a kind custom gear (a mask in one example) by selecting four images from a mood board that ‘capture their vibe.’ The images are generated using a text-to-image model, with the text used to generate those images being generated by an LLM. In this way, a list of “vibes” is generated, followed by descriptions of images that capture those vibes which are input to the text-to-image model to generate the images to create a moodboard menu content. Once a user selects four images, the selected images' text vibe/description are passed back to an LLM which (now in real-time) generates a unique “vibe” and literal description of the gear. This description is (in real-time) passed to a text-to-image generator to give the user a preview of the gear in 3D.
A neural texturing model, instead of employing a three channel RGB value, uses a value-per-color palette, with the highest value at any spot determining which color is selected. Also, the color palette can be made to be a trainable parameter so the palette is also generated. Thus, a learned palette of colors is used and a selection from that palette is made for each point on the model.
A method for adjusting game intensity for reimmersion into gameplay of a user includes identifying a gap in time between a prior session of gameplay and a current session of gameplay of the user, and applying an intensity adjustment for the gameplay of the current session. The intensity adjustment is configured to reduce a level of interactive input required to advance in the game. The method also includes monitoring a success of the interactive input of the user during the current session, and removing the applied intensity adjustment gradually as the success of the interactive input approaches a level achieved in the prior session.
A63F 13/67 - Création ou modification du contenu du jeu avant ou pendant l’exécution du programme de jeu, p. ex. au moyen d’outils spécialement adaptés au développement du jeu ou d’un éditeur de niveau intégré au jeu en s’adaptant à ou par apprentissage des actions de joueurs, p. ex. modification du niveau de compétences ou stockage de séquences de combats réussies en vue de leur réutilisation
Techniques are described for customizing computer game audio using artificial intelligence (AI). Game audio is sent to a pre-trained machine learning (ML) model to identify designate audio objects such as voices, footsteps, and gunshots, enhance the audio objects by amplifying them and/or shifting frequency and/or clarifying them, and insert the enhanced objects back into the game audio in real time.
A63F 13/54 - Commande des signaux de sortie en fonction de la progression du jeu incluant des signaux acoustiques, p. ex. pour simuler le bruit d’un moteur en fonction des tours par minute [RPM] dans un jeu de conduite ou la réverbération contre un mur virtuel
A63F 13/215 - Dispositions d'entrée pour les dispositifs de jeu vidéo caractérisées par leurs capteurs, leurs finalités ou leurs types comprenant des moyens de détection des signaux acoustiques, p. ex. utilisant un microphone
25.
System and Method for Artificial Intelligence (AI)-Based Interactive Virtual Asset Composition
A base image is generated by an artificial intelligence (AI)-based image generation system based on a user-specified input specification. An AI-based image layer extraction system automatically identifies and extracts a plurality of layers of graphical content within the base image into a corresponding plurality of pre-layer images. An AI-based image auto-complete system automatically completes each of the plurality of pre-layer images into a corresponding plurality of full-layer images respectively corresponding to the plurality of layers of graphical content within the base image. A layer editing workbench controller provides for display and user-directed editing of a selected one or more of the plurality of full-layer images. An AI-based composite image generator automatically combines the plurality of full-layer images as edited by the layer editing workbench controller into a composite image.
G06T 11/60 - Édition de figures et de texteCombinaison de figures ou de texte
G06F 3/04845 - Techniques d’interaction fondées sur les interfaces utilisateur graphiques [GUI] pour la commande de fonctions ou d’opérations spécifiques, p. ex. sélection ou transformation d’un objet, d’une image ou d’un élément de texte affiché, détermination d’une valeur de paramètre ou sélection d’une plage de valeurs pour la transformation d’images, p. ex. glissement, rotation, agrandissement ou changement de couleur
26.
SYSTEM AND METHOD FOR ARTIFICIAL INTELLIGENCE (AI)-BASED INTERACTIVE VIRTUAL ASSET COMPOSITION
A base image is generated by an artificial intelligence (AI)-based image generation system based on a user-specified input specification. An AI-based image layer extraction system automatically identifies and extracts a plurality of layers of graphical content within the base image into a corresponding plurality of pre-layer images. An AI-based image auto-complete system automatically completes each of the plurality of pre-layer images into a corresponding plurality of full-layer images respectively corresponding to the plurality of layers of graphical content within the base image. A layer editing workbench controller provides for display and user-directed editing of a selected one or more of the plurality of full-layer images. An AI-based composite image generator automatically combines the plurality of full-layer images as edited by the layer editing workbench controller into a composite image.
G06N 20/20 - Techniques d’ensemble en apprentissage automatique
G06F 3/0484 - Techniques d’interaction fondées sur les interfaces utilisateur graphiques [GUI] pour la commande de fonctions ou d’opérations spécifiques, p. ex. sélection ou transformation d’un objet, d’une image ou d’un élément de texte affiché, détermination d’une valeur de paramètre ou sélection d’une plage de valeurs
G06F 40/103 - Mise en forme, c.-à-d. modification de l’apparence des documents
G06T 11/60 - Édition de figures et de texteCombinaison de figures ou de texte
Methods and systems for providing response to a player during game play of a video game includes detecting an interactive task within a game scenario of the video game that requires an action from the player. In response to detecting the interactive task, a profile of the player playing the video game, is identified. A haptic response is provided to the player in accordance to haptic setting defined for the player profile of the player. The haptic response is provided to the player via an input device used by the player for providing game input to the video game. The haptic response that is provided is specific for the player and is provided to guide the player toward the interactive task within the game scenario of the video game.
A63F 13/285 - Génération de signaux de retour tactiles via le dispositif d’entrée du jeu, p. ex. retour de force
A63F 13/53 - Commande des signaux de sortie en fonction de la progression du jeu incluant des informations visuelles supplémentaires fournies à la scène de jeu, p. ex. en surimpression pour simuler un affichage tête haute [HUD] ou pour afficher une visée laser dans un jeu de tir
A63F 13/79 - Aspects de sécurité ou de gestion du jeu incluant des données sur les joueurs, p. ex. leurs identités, leurs comptes, leurs préférences ou leurs historiques de jeu
Systems and methods described herein include displaying a keyboard on a display. The virtual keyboard is split into a first keyboard portion including an inner zone including one or more letters and an outer zone including a first group of letters that are positioned to surround the inner zone of the first keyboard portion; and into a second keyboard portion including an inner zone including one or more letters and an outer zone including a second group of letters that are positioned to surround the inner zone of the second keyboard portion. The methods and systems described herein include respectively generate first and second signals pertaining to selection of a letter on the first and second keyboard portion in response to a user interacting with one or more control inputs in a first of second group of control inputs on a handheld controller.
G06F 3/023 - Dispositions pour convertir sous une forme codée des éléments d'information discrets, p. ex. dispositions pour interpréter des codes générés par le clavier comme codes alphanumériques, comme codes d'opérande ou comme codes d'instruction
A63F 13/23 - Dispositions d'entrée pour les dispositifs de jeu vidéo pour l'interfaçage avec le dispositif de jeu, p. ex. des interfaces spécifiques entre la manette et la console de jeu
Systems and methods described herein include displaying a keyboard on a display, wherein the keyboard is split into a first keyboard portion and a second keyboard portion; generating first signals pertaining to selection of a character on the first keyboard portion in response to a user interacting with one or more control inputs in a first group of control inputs on a handheld controller; and generating second signals pertaining to selection of a character on the second keyboard portion in response to the user interacting with one or more control inputs in a second group of control inputs on the handheld controller.
G06F 3/023 - Dispositions pour convertir sous une forme codée des éléments d'information discrets, p. ex. dispositions pour interpréter des codes générés par le clavier comme codes alphanumériques, comme codes d'opérande ou comme codes d'instruction
A63F 13/426 - Traitement des signaux de commande d’entrée des dispositifs de jeu vidéo, p. ex. les signaux générés par le joueur ou dérivés de l’environnement par mappage des signaux d’entrée en commandes de jeu, p. ex. mappage du déplacement d’un stylet sur un écran tactile en angle de braquage d’un véhicule virtuel incluant des informations de position sur l’écran, p. ex. les coordonnées sur l’écran d’une surface que le joueur vise avec un pistolet optique
A63F 13/428 - Traitement des signaux de commande d’entrée des dispositifs de jeu vidéo, p. ex. les signaux générés par le joueur ou dérivés de l’environnement par mappage des signaux d’entrée en commandes de jeu, p. ex. mappage du déplacement d’un stylet sur un écran tactile en angle de braquage d’un véhicule virtuel incluant des signaux d’entrée de mouvement ou de position, p. ex. des signaux représentant la rotation de la manette d’entrée ou les mouvements des bras du joueur détectés par des accéléromètres ou des gyroscopes
G06F 3/02 - Dispositions d'entrée utilisant des interrupteurs actionnés manuellement, p. ex. des claviers ou des cadrans
G06F 3/04886 - Techniques d’interaction fondées sur les interfaces utilisateur graphiques [GUI] utilisant des caractéristiques spécifiques fournies par le périphérique d’entrée, p. ex. des fonctions commandées par la rotation d’une souris à deux capteurs, ou par la nature du périphérique d’entrée, p. ex. des gestes en fonction de la pression exercée enregistrée par une tablette numérique utilisant un écran tactile ou une tablette numérique, p. ex. entrée de commandes par des tracés gestuels par partition en zones à commande indépendante de la surface d’affichage de l’écran tactile ou de la tablette numérique, p. ex. claviers virtuels ou menus
Systems and methods described herein include displaying a keyboard on a display, wherein the keyboard is split into a first keyboard portion and a second keyboard portion; generating first signals pertaining to selection of a character on the first keyboard portion in response to a user interacting with one or more control inputs in a first group of control inputs on a handheld controller; and generating second signals pertaining to selection of a character on the second keyboard portion in response to the user interacting with one or more control inputs in a second group of control inputs on the handheld controller.
Systems and methods described herein include displaying a keyboard on a display. The virtual keyboard is split into a first keyboard portion including an inner zone including one or more letters and an outer zone including a first group of letters that are positioned to surround the inner zone of the first keyboard portion; and into a second keyboard portion including an inner zone including one or more letters and an outer zone including a second group of letters that are positioned to surround the inner zone of the second keyboard portion. The methods and systems described herein include respectively generate first and second signals pertaining to selection of a letter on the first and second keyboard portion in response to a user interacting with one or more control inputs in a first of second group of control inputs on a handheld controller.
G06F 3/023 - Dispositions pour convertir sous une forme codée des éléments d'information discrets, p. ex. dispositions pour interpréter des codes générés par le clavier comme codes alphanumériques, comme codes d'opérande ou comme codes d'instruction
09 - Appareils et instruments scientifiques et électriques
41 - Éducation, divertissements, activités sportives et culturelles
42 - Services scientifiques, technologiques et industriels, recherche et conception
Produits et services
Recorded game software; downloadable game software; video
game software; computer game software; recorded virtual
reality game software; downloadable virtual reality game
software; virtual reality game software; augmented reality
game software; game software downloadable to mobile phones,
tablet computers, and other electronic mobile devices;
multimedia and interactive software; downloadable digital
media, namely, downloadable images, downloadable artwork,
downloadable text files, downloadable audio files,
downloadable video files, and downloadable game software;
downloadable and recorded software tools for facilitating
the development and operation of computer games and video
games; downloadable and recorded game engine software for
computer and video game development and operation. Entertainment services, namely, providing temporary use of
non-downloadable video games and computer games;
entertainment services, namely, providing online video games
and computer games; providing online entertainment;
entertainment services, namely, providing information
relating to video games and computer games via computer
networks and global communication networks; entertainment
services, namely, providing virtual environments in which
users can interact for recreational, leisure, or
entertainment purposes; providing on-line gaming services,
operation and coordination of game tournaments, leagues and
tours for recreational computer game playing purposes via a
web-based system and on-line portal; online publication of
journals featuring articles about video games and video game
development [blog services]. Design and development of video game software, computer game
software, virtual reality game software, and augmented
reality game software; design and development of software in
the field of mobile applications featuring video games or
for use with video games; video game and computer game
development services; providing temporary use of online
non-downloadable game software; providing online
non-downloadable software tools for facilitating the
development and operation of video games and computer games;
technical support services, namely, troubleshooting and
providing technical advice and information for video game
software and computer game software problems.
33.
GENERATION OF HIGHLIGHT REEL FROM STORED USER GENERATED CONTENT FOR A USER SPECIFIED TIME PERIOD
A method including receiving a request for a highlight reel of a video game, wherein the request includes a story class for the highlight reel, wherein the video game includes a plurality of playable events that are predefined, wherein the plurality of playable events are configured in an arc order consistent with a story arc of the video game. The method including selecting one or more playable events from the plurality of playable events to architect a mini story arc for the highlight reel based on the story class. The method including accessing a plurality of clips corresponding with the one or more playable events that are selected for the mini story arc. The method including generating the highlight reel based on the plurality of clips that follows the mini story arc that is architected with the one or more playable events.
A63F 13/67 - Création ou modification du contenu du jeu avant ou pendant l’exécution du programme de jeu, p. ex. au moyen d’outils spécialement adaptés au développement du jeu ou d’un éditeur de niveau intégré au jeu en s’adaptant à ou par apprentissage des actions de joueurs, p. ex. modification du niveau de compétences ou stockage de séquences de combats réussies en vue de leur réutilisation
A63F 13/47 - Commande de la progression du jeu vidéo incluant des points de branchement, p. ex. la possibilité à un moment donné de choisir l’un des scénarios possibles
Systems and methods described herein include a video gaming server configured to communicate with a video gaming device of a first user. A risk module is coupled to the video gaming server. The risk module is configured to: monitor online activities of the first user when the first user operates the video gaming device; determine that the first user has encountered an online risk while operating the video gaming device; and cause a notification of the online risk to be sent to a second device operated by a second user, the first and second users being associated with each other by a common account. The notification presents the second user with one or more options for responding to the online risk encountered by the first user.
A63F 13/79 - Aspects de sécurité ou de gestion du jeu incluant des données sur les joueurs, p. ex. leurs identités, leurs comptes, leurs préférences ou leurs historiques de jeu
A63F 13/87 - Communiquer avec d’autres joueurs, p. ex. par courrier électronique ou messagerie instantanée
35.
SYSTEMS AND ASSOCIATED METHODS FOR ALIGNING OUTPUTS OF DIFFERENT ARTIFICIAL INTELLIGENCE (AI) MODELS
A first AI-based image generation system generates a reference image based on a reference input specification that is initially set equal to an initial input for AI-based image generation. A second AI-based image generation system generates a trial image based on a trial input specification that is initially set equal to the initial input for AI-based image generation. An image matching assessment system processes the trial image and the reference image through an image analysis AI model to determine an amount of similarity therebetween and generate a corresponding image match score. A trial input specification adjustment engine generates a revised version of the trial input specification for the second AI-based image generation system to generate a new trial image that improves the image match score. In this manner, trial images are iteratively generated until the image match score is equal to or greater than the minimum required image match score.
G06V 10/82 - Dispositions pour la reconnaissance ou la compréhension d’images ou de vidéos utilisant la reconnaissance de formes ou l’apprentissage automatique utilisant les réseaux neuronaux
G06F 18/22 - Critères d'appariement, p. ex. mesures de proximité
A method including receiving a request for a highlight reel of a video game, wherein the request includes a story class for the highlight reel, wherein the video game includes a plurality of playable events that are predefined, wherein the plurality of playable events are configured in an arc order consistent with a story arc of the video game. The method including selecting one or more playable events from the plurality of playable events to architect a mini story arc for the highlight reel based on the story class. The method including accessing a plurality of clips corresponding with the one or more playable events that are selected for the mini story arc. The method including generating the highlight reel based on the plurality of clips that follows the mini story arc that is architected with the one or more playable events.
Systems and methods described herein include a video gaming server configured to communicate with a video gaming device of a first user. A risk module is coupled to the video gaming server. The risk module is configured to: monitor online activities of the first user when the first user operates the video gaming device; determine that the first user has encountered an online risk while operating the video gaming device; and cause a notification of the online risk to be sent to a second device operated by a second user, the first and second users being associated with each other by a common account. The notification presents the second user with one or more options for responding to the online risk encountered by the first user.
A63F 13/75 - Application des règles, p. ex. détection des joueurs déloyaux ou établissement de listes de joueurs tricheurs
A63F 13/79 - Aspects de sécurité ou de gestion du jeu incluant des données sur les joueurs, p. ex. leurs identités, leurs comptes, leurs préférences ou leurs historiques de jeu
A63F 13/87 - Communiquer avec d’autres joueurs, p. ex. par courrier électronique ou messagerie instantanée
A63F 13/60 - Création ou modification du contenu du jeu avant ou pendant l’exécution du programme de jeu, p. ex. au moyen d’outils spécialement adaptés au développement du jeu ou d’un éditeur de niveau intégré au jeu
A first AI-based image generation system generates a reference image based on a reference input specification that is initially set equal to an initial input for AI-based image generation. A second AI-based image generation system generates a trial image based on a trial input specification that is initially set equal to the initial input for AI-based image generation. An image matching assessment system processes the trial image and the reference image through an image analysis AI model to determine an amount of similarity therebetween and generate a corresponding image match score. A trial input specification adjustment engine generates a revised version of the trial input specification for the second AI-based image generation system to generate a new trial image that improves the image match score. In this manner, trial images are iteratively generated until the image match score is equal to or greater than the minimum required image match score.
G06V 10/75 - Organisation de procédés de l’appariement, p. ex. comparaisons simultanées ou séquentielles des caractéristiques d’images ou de vidéosApproches-approximative-fine, p. ex. approches multi-échellesAppariement de motifs d’image ou de vidéoMesures de proximité dans les espaces de caractéristiques utilisant l’analyse de contexteSélection des dictionnaires
G06V 10/74 - Appariement de motifs d’image ou de vidéoMesures de proximité dans les espaces de caractéristiques
39.
VIDEO GAME CONTROLLER OVERLAY TO VISUALLY INDICATE VIDEO GAME PLAYER'S PHYSICAL CONTROLS
Systems and methods described herein include displaying, on a display, a virtual gaming controller that is a graphical representation of a physical gaming controller being operated by a user. In response to the user interacting with a control input on the physical gaming controller, the control input entered by the user on the physical gaming controller is detected, after which a graphical indicator is displayed on the display, the graphical indicator including an animated image and overlaying a control input on the virtual gaming controller that corresponds to the control input entered by the user on the physical gaming controller. The animated image is generated on the display in a first size in response to detecting that the user engaged the control input of the physical gaming controller, and in a second, smaller, size in response to detecting that the user released the control input of the physical gaming controller.
A63F 13/23 - Dispositions d'entrée pour les dispositifs de jeu vidéo pour l'interfaçage avec le dispositif de jeu, p. ex. des interfaces spécifiques entre la manette et la console de jeu
A63F 13/537 - Commande des signaux de sortie en fonction de la progression du jeu incluant des informations visuelles supplémentaires fournies à la scène de jeu, p. ex. en surimpression pour simuler un affichage tête haute [HUD] ou pour afficher une visée laser dans un jeu de tir utilisant des indicateurs, p. ex. en montrant l’état physique d’un personnage de jeu sur l’écran
A63F 13/55 - Commande des personnages ou des objets du jeu en fonction de la progression du jeu
A method including collecting one or more inputs, each of which describes a target object. The method including generating a plurality of images of the target object using an image generation artificial intelligence system configured for implementing latent diffusion based on the one or more inputs. The method including decomposing the target object into a first plurality of attributes based on the plurality of images of the target object, wherein each of the plurality of attributes includes one or more variations. The method including receiving selection of one or more of a plurality of variations of the plurality of attributes. The method including blending the one or more of the plurality of variations of the plurality of attributes that have been selected into one or more options of the target object.
G06T 11/60 - Édition de figures et de texteCombinaison de figures ou de texte
A63F 13/58 - Commande des personnages ou des objets du jeu en fonction de la progression du jeu en calculant l’état des personnages du jeu, p. ex. niveau de vigueur, de force, de motivation ou d’énergie
Systems and methods for providing extended reality (XR) interactions are provided. A system includes a motion tracker device, an XR display device, and a processor. The processor is configured to execute computer-readable instructions to display XR content in a three-dimensional (3D) space for an interaction session, track the full-body motion of a user relative to the 3D space, and define an interaction plane in the 3D space. The XR content includes obstacle elements and target elements moving toward the interaction plane in the 3D space. The system determines an event score for an interaction event based on checks whether a user body part overlaps the target element in the interaction plane and whether all user body parts avoided overlapping the obstacle element in the interaction plane.
G06T 19/00 - Transformation de modèles ou d'images tridimensionnels [3D] pour infographie
G06F 3/04815 - Interaction s’effectuant dans un environnement basé sur des métaphores ou des objets avec un affichage tridimensionnel, p. ex. modification du point de vue de l’utilisateur par rapport à l’environnement ou l’objet
A63F 13/211 - Dispositions d'entrée pour les dispositifs de jeu vidéo caractérisées par leurs capteurs, leurs finalités ou leurs types utilisant des capteurs d’inertie, p. ex. des accéléromètres ou des gyroscopes
42.
Systems and Associated Methods for Artificial Intelligence (AI)-Based Generation of Image of Virtual Object
An artificial intelligence (AI) engine generates a first image of a virtual object based on a first reference index specification of the virtual object. The AI engine generates a second image of the virtual object based on a second reference index specification of the virtual object. The AI engine generates an intermediate image of the virtual object based on an intermediate index specification of the virtual object that is automatically generated by AI-based interpolation between the first reference index specification of the virtual object and the second reference index specification of the virtual object. A composition slider control is generated that enables navigation from the first image of the virtual object through the intermediate image of the virtual object to the second image of the virtual object. The composition slider control is configured to direct display of a selected AI engine-generated image of the virtual object.
An artificial intelligence (Al) engine generates a first image of a virtual object based on a first reference index specification of the virtual object. The Al engine generates a second image of the virtual object based on a second reference index specification of the virtual object. The Al engine generates an intermediate image of the virtual object based on an intermediate index specification of the virtual object that is automatically generated by Al-based interpolation between the first reference index specification of the virtual object and the second reference index specification of the virtual object. A composition slider control is generated that enables navigation from the first image of the virtual object through the intermediate image of the virtual object to the second image of the virtual object. The composition slider control is configured to direct display of a selected Al engine-generated image of the virtual object.
A63F 13/63 - Création ou modification du contenu du jeu avant ou pendant l’exécution du programme de jeu, p. ex. au moyen d’outils spécialement adaptés au développement du jeu ou d’un éditeur de niveau intégré au jeu par le joueur, p. ex. avec un éditeur de niveaux
A63F 13/22 - Opérations de configuration, p. ex. le calibrage, la configuration des touches ou l’affectation des boutons
G06T 13/40 - Animation tridimensionnelle [3D] de personnages, p. ex. d’êtres humains, d’animaux ou d’êtres virtuels
G06T 19/20 - Édition d'images tridimensionnelles [3D], p. ex. modification de formes ou de couleurs, alignement d'objets ou positionnements de parties
Systems and methods for providing extended reality (XR) interactions are provided. A system includes a motion tracker device, an XR display device, and a processor. The processor is configured to execute computer-readable instructions to display XR content in a three-dimensional (3D) space for an interaction session, track the full-body motion of a user relative to the 3D space, and define an interaction plane in the 3D space. The XR content includes obstacle elements and target elements moving toward the interaction plane in the 3D space. The system determines an event score for an interaction event based on checks whether a user body part overlaps the target element in the interaction plane and whether all user body parts avoided overlapping the obstacle element in the interaction plane.
A method for gaming including receiving game states of game plays of players playing a gaming application. The method includes receiving a plurality of game states for a plurality of game plays, wherein each game play of the plurality of game plays is associated with a respective account of a plurality of accounts. The method further includes determining a first interaction region in a gaming world associated with a first account of the plurality of accounts. The method further includes determining a subset of the plurality of accounts to build a social community, wherein the subset of the plurality of accounts of the social community are associated with interaction regions correspond to the first interaction region in the gaming world that are within a predefined offset from the first interaction region
A63F 13/87 - Communiquer avec d’autres joueurs, p. ex. par courrier électronique ou messagerie instantanée
A63F 13/79 - Aspects de sécurité ou de gestion du jeu incluant des données sur les joueurs, p. ex. leurs identités, leurs comptes, leurs préférences ou leurs historiques de jeu
A63F 13/795 - Aspects de sécurité ou de gestion du jeu incluant des données sur les joueurs, p. ex. leurs identités, leurs comptes, leurs préférences ou leurs historiques de jeu pour trouver d’autres joueursAspects de sécurité ou de gestion du jeu incluant des données sur les joueurs, p. ex. leurs identités, leurs comptes, leurs préférences ou leurs historiques de jeu pour constituer une équipeAspects de sécurité ou de gestion du jeu incluant des données sur les joueurs, p. ex. leurs identités, leurs comptes, leurs préférences ou leurs historiques de jeu pour fournir une "liste d’amis"
46.
RAPID GENERATION OF 3D HEADS WITH NATURAL LANGUAGE
Two dimensional images are converted to a 3D neural radiance field (NeRF), which is modified based on text input to resemble the type of character demanded by the text. An open-source “CLIP” model scores how well an image matches a line of text to produce a final 3D NeRF, which may be converted to a polygonal mesh and imported into a computer simulation such as a computer game.
A storage device includes a storage controller, a Flash Memory and a hardware accelerator communicatively coupled. The hardware accelerator is configured to selectively retrieve data stored in the flash memory in response to a request for the data and may perform other operation to accelerate data access for a computer system.
G06F 13/16 - Gestion de demandes d'interconnexion ou de transfert pour l'accès au bus de mémoire
G06F 13/12 - Commande par programme pour dispositifs périphériques utilisant des matériels indépendants du processeur central, p. ex. canal ou processeur périphérique
A storage device, comprises a storage controller, a flash memory and a neural processor. The neural processor is configured to retrieve a base asset from memory and generate a derivative asset using the base asset.
Sony Interactive Entertainment Europe Limited (Royaume‑Uni)
Sony Interactive Entertainment LLC (USA)
Inventeur(s)
Green, Lawrence Martin
Hume, Oliver George
Coles, David
Motilla, Daniel Montero
Abrégé
The present invention relates to methods and systems for tile-based encoding in cloud gaming. The method includes providing a current frame including a plurality of tiles and generating a priority list, which stores a rendering order of the plurality of tiles in the current frame. The method further includes setting a predetermined time, which is a maximum time to be spent rendering the current frame, and starting rendering of the plurality of tiles in the current frame in the rendering order and ending rendering when the predetermined time expires, thereby producing a plurality of rendered tiles that is less than or equal to the plurality of tiles. A corresponding method for processing the plurality of rendered tiles at a receiver is also provided.
H04N 19/127 - Établissement des priorités des ressources en matériel ou en calcul
H04N 19/14 - Complexité de l’unité de codage, p. ex. activité ou estimation de présence de contours
H04N 19/167 - Position dans une image vidéo, p. ex. région d'intérêt [ROI]
H04N 19/172 - Procédés ou dispositions pour le codage, le décodage, la compression ou la décompression de signaux vidéo numériques utilisant le codage adaptatif caractérisés par l’unité de codage, c.-à-d. la partie structurelle ou sémantique du signal vidéo étant l’objet ou le sujet du codage adaptatif l’unité étant une zone de l'image, p. ex. un objet la zone étant une image, une trame ou un champ
A storage device includes a storage controller, a Flash Memory and a hardware accelerator communicatively coupled. The hardware accelerator is configured to selectively retrieve data stored in the flash memory in response to a request for the data and may perform other operation to accelerate data access for a computer system.
A storage device, comprises a storage controller, a flash memory and a neural processor. The neural processor is configured to retrieve a base asset from memory and generate a derivative asset using the base asset.
G06F 12/00 - Accès à, adressage ou affectation dans des systèmes ou des architectures de mémoires
G06F 13/16 - Gestion de demandes d'interconnexion ou de transfert pour l'accès au bus de mémoire
G06K 17/00 - Méthodes ou dispositions pour faire travailler en coopération des équipements couverts par plusieurs des groupes principaux , p. ex. fichiers automatiques de cartes incluant les opérations de transport et de lecture
Methods and systems for providing audio synchronization control for game scenes of a game includes receiving audio data that is identified for defining the audio synchronization control desired for the game. The audio data is processed to identify a language spoken in the audio signal and to determine characteristics of the audio signal by extracting keywords spoken in the audio signal. A correlation between the keywords is determined and used to identify a sentiment expressed in the audio signal. A subset of the characteristics including the sentiment is provided as input parameters to a game logic. The input parameters include audio synchronization control usable by the game logic to control at least some interactions between two or more assets rendering in one or more game scenes of the game.
A63F 13/215 - Dispositions d'entrée pour les dispositifs de jeu vidéo caractérisées par leurs capteurs, leurs finalités ou leurs types comprenant des moyens de détection des signaux acoustiques, p. ex. utilisant un microphone
A63F 13/424 - Traitement des signaux de commande d’entrée des dispositifs de jeu vidéo, p. ex. les signaux générés par le joueur ou dérivés de l’environnement par mappage des signaux d’entrée en commandes de jeu, p. ex. mappage du déplacement d’un stylet sur un écran tactile en angle de braquage d’un véhicule virtuel incluant des signaux d’entrée acoustiques, p. ex. en utilisant les résultats d’extraction de hauteur tonale ou de rythme ou de reconnaissance vocale
A63F 13/67 - Création ou modification du contenu du jeu avant ou pendant l’exécution du programme de jeu, p. ex. au moyen d’outils spécialement adaptés au développement du jeu ou d’un éditeur de niveau intégré au jeu en s’adaptant à ou par apprentissage des actions de joueurs, p. ex. modification du niveau de compétences ou stockage de séquences de combats réussies en vue de leur réutilisation
53.
METHODS AND SYSTEMS FOR PROCESSING AUDIO SIGNALS FOR CONTROLLING GAME ASSETS
Methods and systems for providing audio synchronization control for game scenes of a game include receiving audio data identified for providing the audio synchronization control and processing the audio data while the game is played by the user to identify characteristics of the audio data and an audio signal that is included with the audio data. Input parameters for the audio data is identified and one or more of the input parameters are used as audio synchronization control of at least two assets rendered in one or more game scenes. The audio synchronization control acts to control changes in movements of the assets in accordance to the input parameters.
A63F 13/54 - Commande des signaux de sortie en fonction de la progression du jeu incluant des signaux acoustiques, p. ex. pour simuler le bruit d’un moteur en fonction des tours par minute [RPM] dans un jeu de conduite ou la réverbération contre un mur virtuel
54.
METHODS AND SYSTEMS FOR PROCESSING AUDIO SIGNALS TO IDENTIFY SENTIMENTS FOR USE IN CONTROLLING GAME ASSETS
Methods and systems for providing audio synchronization control for game scenes of a game includes receiving audio data that is identified for defining the audio synchronization control desired for the game. The audio data is processed to identify a language spoken in the audio signal and to determine characteristics of the audio signal by extracting keywords spoken in the audio signal. A correlation between the keywords is determined and used to identify a sentiment expressed in the audio signal. A subset of the characteristics including the sentiment is provided as input parameters to a game logic. The input parameters include audio synchronization control usable by the game logic to control at least some interactions between two or more assets rendering in one or more game scenes of the game.
A63F 13/54 - Commande des signaux de sortie en fonction de la progression du jeu incluant des signaux acoustiques, p. ex. pour simuler le bruit d’un moteur en fonction des tours par minute [RPM] dans un jeu de conduite ou la réverbération contre un mur virtuel
A63F 13/424 - Traitement des signaux de commande d’entrée des dispositifs de jeu vidéo, p. ex. les signaux générés par le joueur ou dérivés de l’environnement par mappage des signaux d’entrée en commandes de jeu, p. ex. mappage du déplacement d’un stylet sur un écran tactile en angle de braquage d’un véhicule virtuel incluant des signaux d’entrée acoustiques, p. ex. en utilisant les résultats d’extraction de hauteur tonale ou de rythme ou de reconnaissance vocale
Sony Interactive Entertainment Europe Limited (Royaume‑Uni)
Sony Interactive Entertainment LLC (USA)
Inventeur(s)
Panesar, Pritpal Singh
Stemple, Lloyd Preston
Flores, Erick
Monti, Maria Chiara
Abrégé
There has been provided a method of modifying a content stream provided to a user electronic device, the method comprising receiving device data from the user electronic device, processing the device data to determine whether one or more network conditions have been met, and modifying the content stream and/or one or more settings associated with either the content stream and or a game server. There has also provided a method of rendering a content stream provided by a sender, the method comprising, sending device data, receiving a modified content stream, and rendering the modified content stream.
H04N 21/442 - Surveillance de procédés ou de ressources, p. ex. détection de la défaillance d'un dispositif d'enregistrement, surveillance de la bande passante sur la voie descendante, du nombre de visualisations d'un film, de l'espace de stockage disponible dans le disque dur interne
H04N 21/4402 - Traitement de flux élémentaires vidéo, p. ex. raccordement d'un clip vidéo récupéré d'un stockage local avec un flux vidéo en entrée ou rendu de scènes selon des graphes de scène du flux vidéo codé impliquant des opérations de reformatage de signaux vidéo pour la redistribution domestique, le stockage ou l'affichage en temps réel
Computer game sound effects (SFX) are provided to customers in a container that includes not only the audio file (such as a.wav file) of the SFX but also the information underlying the SFX, so that the customer can alter the SFX at run time or offline without having to purchase a new sound or go back to the sound provider to ask them to make the desired changes.
A63F 13/54 - Commande des signaux de sortie en fonction de la progression du jeu incluant des signaux acoustiques, p. ex. pour simuler le bruit d’un moteur en fonction des tours par minute [RPM] dans un jeu de conduite ou la réverbération contre un mur virtuel
Sony Interactive Entertainment Europe Limited (Royaume‑Uni)
Sony Interactive Entertainment LLC (USA)
Inventeur(s)
Coles, David
Green, Lawrence Martin
Abrégé
The present invention relates to methods and systems for game texture substitution in cloud gaming. The method includes receiving data including information identifying one or more video game textures to be included in the stream. The method further includes providing texture data for the one or more video game textures identified in the received data. The texture data comprises at least one identifier from a texture coding scheme, where each identifier represents image data associated with a corresponding video game texture. The texture coding scheme, provided in a memory associated with the cloud gaming computing system, comprises a plurality of identifiers, where each identifier represents the image data associated with the corresponding video game texture. A corresponding method for processing the stream at a client device is also provided.
A63F 13/52 - Commande des signaux de sortie en fonction de la progression du jeu incluant des aspects de la scène de jeu affichée
A63F 13/355 - Réalisation d’opérations pour le compte de clients ayant des capacités de traitement restreintes, p. ex. serveurs transformant une scène de jeu qui évolue en flux vidéo codé à transmettre à un téléphone portable ou à un client léger
Techniques are described for selectively implementing power modes of computer games and home video consoles at various levels including low power mode operation.
A63F 13/80 - Adaptations particulières pour exécuter un genre ou un mode spécifique de jeu
A63F 13/533 - Commande des signaux de sortie en fonction de la progression du jeu incluant des informations visuelles supplémentaires fournies à la scène de jeu, p. ex. en surimpression pour simuler un affichage tête haute [HUD] ou pour afficher une visée laser dans un jeu de tir pour inciter une interaction avec le joueur, p. ex. en affichant le menu d’un jeu
A63F 13/63 - Création ou modification du contenu du jeu avant ou pendant l’exécution du programme de jeu, p. ex. au moyen d’outils spécialement adaptés au développement du jeu ou d’un éditeur de niveau intégré au jeu par le joueur, p. ex. avec un éditeur de niveaux
G06F 3/04847 - Techniques d’interaction pour la commande des valeurs des paramètres, p. ex. interaction avec des règles ou des cadrans
Techniques are described for selectively implementing power modes (500, 502, 504) of computer games and home video consoles at various levels including low power mode operation.
09 - Appareils et instruments scientifiques et électriques
41 - Éducation, divertissements, activités sportives et culturelles
42 - Services scientifiques, technologiques et industriels, recherche et conception
Produits et services
(1) Augmented reality game software; computer game software; downloadable virtual reality game software; recorded virtual reality game software; video game software
(2) Recorded game software; downloadable game software; virtual reality game software; game software downloadable to mobile phones, tablet computers, and other electronic mobile devices; multimedia and interactive software; downloadable digital media, namely, downloadable images, downloadable artwork, downloadable text files, downloadable audio files, downloadable video files, and downloadable game software; downloadable and recorded software tools for facilitating the development and operation of computer games and video games; downloadable and recorded game engine software for computer and video game development and operation (1) Entertainment services, namely, providing temporary use of non-downloadable video games and computer games; entertainment services, namely, providing online video games and computer games; providing online entertainment; entertainment services, namely, providing information relating to video games and computer games via computer networks and global communication networks; entertainment services, namely, providing virtual environments in which users can interact for recreational, leisure, or entertainment purposes; providing a web-based system and on-line portal for customers to participate in on-line gaming, operation and coordination of game tournaments, leagues and tours for recreational computer game playing purposes; online journals, namely, blogs featuring articles about video games and video game development
(2) Design and development of video game software, computer game software, virtual reality game software, and augmented reality game software; design and development of software in the field of mobile applications featuring video games or for use with video games; video game and computer game development services; providing temporary use of online non-downloadable game software; providing online non-downloadable software tools for facilitating the development and operation of video games and computer games; technical support services, namely, troubleshooting and providing technical advice and information for video game software and computer game software problems
61.
Input Prediction for Pre-Loading of Rendering Data
Methods and systems are provided for fetching graphics data for rendering a scene presented on a display device. The method includes receiving gaze information for eyes of a user while the user is interacting with the scene. The method includes tracking gestures of the user while the user is interacting with the scene. The method includes identifying a content item in the scene as being a potential focus of interactivity by the user. The method includes processing the gaze information and the gestures of the user to generate a prediction of interaction with the content item by the user.
G06F 3/01 - Dispositions d'entrée ou dispositions d'entrée et de sortie combinées pour l'interaction entre l'utilisateur et le calculateur
A63F 13/358 - Adaptation du déroulement du jeu en fonction de la charge du réseau ou du serveur, p. ex. pour diminuer la latence due aux différents débits de connexion entre clients
A63F 13/52 - Commande des signaux de sortie en fonction de la progression du jeu incluant des aspects de la scène de jeu affichée
Sony Interactive Entertainment Europe Limited (Royaume‑Uni)
Sony Interactive Entertainment LLC (USA)
Inventeur(s)
Leyton, Pedro Federico Quijada
Keys, Owen Bruce
Sanders, Ashley John
Visciglia, Aron Giuseppe
Brislin, Simon Andrew St John
Ryan, Nicholas Anthony Edward
Abrégé
A computer-implemented method is provided. The method includes generating an augmented reality environment, determining a number of virtual avatars requiring an avatar space within said augmented reality environment, determining a number of physical avatar spaces that are available for occupation within the augmented reality environment, comparing the number of virtual avatars requiring an avatar space to the number of available physical avatar spaces and, when the number of virtual avatars requiring an avatar space within the augmented reality environment is less than or equal to the number of available physical avatar spaces, assigning a different available physical avatar space to each virtual avatar.
A63F 13/213 - Dispositions d'entrée pour les dispositifs de jeu vidéo caractérisées par leurs capteurs, leurs finalités ou leurs types comprenant des moyens de photo-détection, p. ex. des caméras, des photodiodes ou des cellules infrarouges
G06V 20/20 - ScènesÉléments spécifiques à la scène dans les scènes de réalité augmentée
09 - Appareils et instruments scientifiques et électriques
41 - Éducation, divertissements, activités sportives et culturelles
42 - Services scientifiques, technologiques et industriels, recherche et conception
Produits et services
Recorded game software; downloadable game software; video game software; computer game software; recorded virtual reality game software; downloadable virtual reality game software; virtual reality game software; augmented reality game software; game software downloadable to mobile phones, tablet computers, and other electronic mobile devices; multimedia and interactive software; downloadable digital media, namely, downloadable images, downloadable artwork, downloadable text files, downloadable audio files, downloadable video files, and downloadable game software; downloadable and recorded software tools for facilitating the development and operation of computer games and video games; downloadable and recorded game engine software for computer and video game development and operation. Entertainment services, namely, providing temporary use of non-downloadable video games and computer games; entertainment services, namely, providing online video games and computer games; providing online entertainment; entertainment services, namely, providing information relating to video games and computer games via computer networks and global communication networks; entertainment services, namely, providing virtual environments in which users can interact for recreational, leisure, or entertainment purposes; providing a web-based system and on-line portal for customers to participate in on-line gaming, operation and coordination of game tournaments, leagues and tours for recreational computer game playing purposes; online journals, namely, blogs featuring articles about video games and video game development. Design and development of video game software, computer game software, virtual reality game software, and augmented reality game software; design and development of software in the field of mobile applications featuring video games or for use with video games; video game and computer game development services; providing temporary use of online non-downloadable game software; providing online non-downloadable software tools for facilitating the development and operation of video games and computer games; technical support services, namely, troubleshooting and providing technical advice and information for video game software and computer game software problems.
09 - Appareils et instruments scientifiques et électriques
41 - Éducation, divertissements, activités sportives et culturelles
42 - Services scientifiques, technologiques et industriels, recherche et conception
Produits et services
Recorded game software; downloadable game software; downloadable video game software; recorded video game software; downloadable computer game software; recorded computer game software; recorded virtual reality game software; downloadable virtual reality game software; downloadable augmented reality game software; recorded augmented reality game software; game software downloadable to mobile phones, tablet computers, and other electronic mobile devices; multimedia and interactive video game software downloadable to mobile phones, tablet computers, and other electronic mobile devices; downloadable digital media, namely, downloadable image files relating to video game characters and visuals, downloadable artwork, downloadable text files relating to video games, downloadable audio files featuring video game soundtracks, downloadable video files featuring video game play, and downloadable game software; downloadable and recorded software tools for facilitating the development and operation of computer games and video games; downloadable and recorded game engine software for computer and video game development and operation Entertainment services, namely, providing temporary use of non-downloadable video games and computer games; entertainment services, namely, providing online video games and computer games; entertainment services, namely, providing information relating to video games and computer games via computer networks and global communication networks; entertainment services, namely, providing online computer video games featuring virtual environments in which users can interact for recreational, leisure, or entertainment purposes; online journals, namely, blogs featuring articles about video games and video game development; providing an online, web-hosted system and internet website portal wherein customers can participate in on-line gaming, operate and coordinate game tournaments, leagues and tours for recreational computer game playing purposes Design and development of video game software, computer game software, virtual reality game software, and augmented reality game software; design and development of software in the field of mobile applications featuring video games or for use with video games; video game and computer game development services; providing temporary use of online non-downloadable game software; providing online non-downloadable software tools for facilitating the development and operation of video games and computer games; technical support services, namely, troubleshooting and providing technical advice and information for video game software and computer game software problems
09 - Appareils et instruments scientifiques et électriques
41 - Éducation, divertissements, activités sportives et culturelles
42 - Services scientifiques, technologiques et industriels, recherche et conception
Produits et services
Recorded game software; downloadable game software; downloadable video game software; recorded video game software; downloadable computer game software; recorded computer game software; recorded virtual reality game software; downloadable virtual reality game software; downloadable augmented reality game software; recorded augmented reality game software; game software downloadable to mobile phones, tablet computers, and other electronic mobile devices; multimedia and interactive video game software downloadable to mobile phones, tablet computers, and other electronic mobile devices; downloadable digital media, namely, downloadable image files containing to video game characters and visuals, downloadable artwork, downloadable text files relating to video games, downloadable audio files featuring video game soundtracks, downloadable video files featuring video game play, and downloadable game software; downloadable and recorded software tools for facilitating the development and operation of computer games and video games; downloadable and recorded game engine software for computer and video game development and operation Entertainment services, namely, providing temporary use of non-downloadable video games and computer games; entertainment services, namely, providing online video games and computer games; entertainment services, namely, providing information relating to video games and computer games via computer networks and global communication networks; entertainment services, namely, providing online computer games featuring virtual environments in which users can interact for recreational, leisure, or entertainment purposes; online journals, namely, blogs featuring articles about video games and video game development; providing an online, web-hosted system and internet website portal wherein customers can participate in on-line gaming, operate and coordinate game tournaments, leagues and tours for recreational computer game playing purposes Design and development of video game software, computer game software, virtual reality game software, and augmented reality game software; design and development of software in the field of mobile applications featuring video games or for use with video games; video game and computer game development services; providing temporary use of online non-downloadable game software; providing online non-downloadable software tools for facilitating the development and operation of video games and computer games; technical support services, namely, troubleshooting and providing technical advice and information for video game software and computer game software problems
Sony Interactive Entertainment Europe Limited (Royaume‑Uni)
Sony Interactive Entertainment LLC (USA)
Inventeur(s)
Green, Lawrence Martin
Coles, David Ross
Hume, Oliver George
Motilla, Daniel Montero
Abrégé
A computer implemented method of generating graphics video data for a computer game is disclosed. The method comprises receiving, from a remote device (601), first data including image data corresponding to a plurality of pixels of at least one frame of video data of the computer game. Second data, including colour data of a plurality of said pixels, and at least one frame of video data of the computer game based on the first and second data, are generated at a user device (602).
In the present invention, in a game play phase 210, a content server: determines that the time when the circumstances of a displayed world corresponding to a user operation satisfies a predetermined condition is the timing at which to present a trophy (S10); collects a training image representing a scene being displayed at that point in time (S12); and generates 3D scene information 220 by machine learning (S14). In a trophy appreciation phase 212, the content server generates and outputs a display image representing the trophy from an arbitrary viewpoint by using the 3D scene information 220 upon request from a user (S16). An order for a real-life replica of the trophy is also accepted (S18).
A63F 13/49 - Sauvegarde de l’état du jeuPause ou fin du jeu
A63F 13/69 - Création ou modification du contenu du jeu avant ou pendant l’exécution du programme de jeu, p. ex. au moyen d’outils spécialement adaptés au développement du jeu ou d’un éditeur de niveau intégré au jeu en permettant l'utilisation ou la mise à jour d'éléments spécifiques du jeu, p. ex. déblocage d’options, d’éléments, de niveaux ou de versions cachés
Sony Interactive Entertainment Europe Limited (Royaume‑Uni)
Sony Interactive Entertainment LLC (USA)
Inventeur(s)
Green, Lawrence Martin
Coles, David
Hume, Oliver George
Abrégé
A computer-implemented method of executing a distributed processing scheme, the method comprising receiving, at a first computing device, a first request associated with a processing task, identifying a plurality of computing devices, wherein each computing device of the plurality of computing devices is remote from the first computing device and each computing device satisfies at least one criterion of a predetermined list of criteria, determining a priority value for each computing device, wherein the priority value is at least partially based on the predetermined list of criteria, selecting one of the computing devices, wherein the selection is determined at least partially based on the priority value determined for each computing device, sending a second request from the first computing device to the selected computing device via a wireless communication channel, the second request instructing the selected computing device to complete a portion of the processing task.
Sony Interactive Entertainment Europe Limited (Royaume‑Uni)
Sony Interactive Entertainment LLC (USA)
Inventeur(s)
Leyton, Pedro Federico Quijada
Keys, Owen Bruce
Sanders, Ashley John
Visciglia, Aron Giuseppe
Uberti, David Erwan Damien
Abrégé
A computer-implemented method, comprising obtaining at least one visual setting and/or at least one aural setting of an extended reality environment, obtaining a visual parameter and/or an aural parameter of a virtual avatar, wherein the virtual avatar is within the extended reality environment or has requested entry to the extended reality environment, comparing the visual parameter of the virtual avatar to the at least one visual setting of the extended reality environment, and/or comparing the aural parameter of the virtual avatar to the at least one aural setting of the extended reality environment, and based on the comparison, adjusting the visual parameter and/or the aural parameter of the virtual avatar. The virtual avatar may be adjusted within a user-specified range of permitted values for the parameter.
A method for annotating a video game includes recording a first session of the video game including first gameplay output and first game state data, receiving an annotation including one or more of video, audio, graphics, text, or highlighting, associating the annotation with a selected point in the video game, the selected point corresponding to a selected portion of the first game state data, and presenting the annotation, in response to a triggering condition, at the selected point in the video game in a second session thereof, the second session including second gameplay output and second game state data.
A63F 13/60 - Création ou modification du contenu du jeu avant ou pendant l’exécution du programme de jeu, p. ex. au moyen d’outils spécialement adaptés au développement du jeu ou d’un éditeur de niveau intégré au jeu
A system includes a game recorder that records a first session of a video game, the first session including game state data generated by processing player input data by a video game processor, an input processor that identifies a location within the video game at which interest of one or more players or spectators exceeds a predetermined threshold, a trained machine learning model that determines a sentiment of the one or more players or spectators at the location based on live game feedback, and a storage device that associates an annotation of the sentiment with the game state data at the location within the video game.
A63F 13/21 - Dispositions d'entrée pour les dispositifs de jeu vidéo caractérisées par leurs capteurs, leurs finalités ou leurs types
A63F 13/213 - Dispositions d'entrée pour les dispositifs de jeu vidéo caractérisées par leurs capteurs, leurs finalités ou leurs types comprenant des moyens de photo-détection, p. ex. des caméras, des photodiodes ou des cellules infrarouges
G06F 3/01 - Dispositions d'entrée ou dispositions d'entrée et de sortie combinées pour l'interaction entre l'utilisateur et le calculateur
09 - Appareils et instruments scientifiques et électriques
42 - Services scientifiques, technologiques et industriels, recherche et conception
Produits et services
Computer software development kits comprised of computer software and middleware development tools used for creating, programming and developing interactive computer and video games; downloadable computer software, namely, game engine software for video game development and operation; Downloadable software development kits (SDKs). Providing online non-downloadable computer software, namely, game engine software for video game development and operation; software as a service (SaaS) featuring game engine software; Providing temporary use of online non-downloadable software development kits (SDKs).
09 - Appareils et instruments scientifiques et électriques
Produits et services
Downloadable computer software development kits comprised of computer software and middleware development tools used for creating, programming and developing interactive computer and video games; Downloadable computer software, namely, game engine software for video game development and operation; Downloadable software development kits (SDK)
42 - Services scientifiques, technologiques et industriels, recherche et conception
Produits et services
Online non-downloadable computer software, namely, game engine software for video game development and operation; software as a service (SaaS) featuring game engine software for video game development and operation; Providing temporary use of online non-downloadable software development kits (SDKs)
75.
USER INTERFACE FOR PROVIDING EDITING OF STORYLINE USING THUMBNAILS SHOWING OBJECTS, EACH OF WHICH CAN BE DISPLAYED WITH THEIR VARIATIONS TO ALLOW FOR ON-THE-FLY GENERATION OF OBJECTS
Methods and systems for generating a storyline usable to develop an interactive application includes receiving inputs from a user for developing the storyline. A first portion of the storyline is generated using prompts included in the inputs. The storyline generated includes a first set of thumbnails and text content describing content included in each thumbnail in the first set. Selection of a portion of the storyline for editing is detected and, in response, a plurality of additional prompts is generated and presented on a user interface. User selection of an additional prompt is used to edit a current version of the specific portion of the storyline to generate modified storyline. The modified storyline used to develop the interactive application.
A63F 13/67 - Création ou modification du contenu du jeu avant ou pendant l’exécution du programme de jeu, p. ex. au moyen d’outils spécialement adaptés au développement du jeu ou d’un éditeur de niveau intégré au jeu en s’adaptant à ou par apprentissage des actions de joueurs, p. ex. modification du niveau de compétences ou stockage de séquences de combats réussies en vue de leur réutilisation
A63F 13/45 - Commande de la progression du jeu vidéo
A63F 13/63 - Création ou modification du contenu du jeu avant ou pendant l’exécution du programme de jeu, p. ex. au moyen d’outils spécialement adaptés au développement du jeu ou d’un éditeur de niveau intégré au jeu par le joueur, p. ex. avec un éditeur de niveaux
76.
METHOD AND SYSTEM FOR CREATING AND SHARING VIDEO GAME ANNOTATIONS
A method for annotating a video game includes recording a first session of the video game including first gameplay output and first game state data, receiving an annotation including one or more of video, audio, graphics, text, or highlighting, associating the annotation with a selected point in the video game, the selected point corresponding to a selected portion of the first game state data, and presenting the annotation, in response to a triggering condition, at the selected point in the video game in a second session thereof, the second session including second gameplay output and second game state data.
A63F 13/5375 - Commande des signaux de sortie en fonction de la progression du jeu incluant des informations visuelles supplémentaires fournies à la scène de jeu, p. ex. en surimpression pour simuler un affichage tête haute [HUD] ou pour afficher une visée laser dans un jeu de tir utilisant des indicateurs, p. ex. en montrant l’état physique d’un personnage de jeu sur l’écran pour suggérer graphiquement ou textuellement une action, p. ex. en affichant une flèche indiquant un tournant dans un jeu de conduite
A63F 13/52 - Commande des signaux de sortie en fonction de la progression du jeu incluant des aspects de la scène de jeu affichée
A63F 13/86 - Regarder des jeux joués par d’autres joueurs
77.
ANNOTATING PLAYER OR SPECTATOR SENTIMENT FOR VIDEO GAME FRAGMENT GENERATION
A system includes a game recorder that records a first session of a video game, the first session including game state data generated by processing player input data by a video game processor, an input processor that identifies a location within the video game at which interest of one or more players or spectators exceeds a predetermined threshold, a trained machine learning model that determines a sentiment of the one or more players or spectators at the location based on live game feedback, and a storage device that associates an annotation of the sentiment with the game state data at the location within the video game.
A63F 13/5375 - Commande des signaux de sortie en fonction de la progression du jeu incluant des informations visuelles supplémentaires fournies à la scène de jeu, p. ex. en surimpression pour simuler un affichage tête haute [HUD] ou pour afficher une visée laser dans un jeu de tir utilisant des indicateurs, p. ex. en montrant l’état physique d’un personnage de jeu sur l’écran pour suggérer graphiquement ou textuellement une action, p. ex. en affichant une flèche indiquant un tournant dans un jeu de conduite
A63F 13/52 - Commande des signaux de sortie en fonction de la progression du jeu incluant des aspects de la scène de jeu affichée
A63F 13/86 - Regarder des jeux joués par d’autres joueurs
78.
USER INTERFACE FOR PROVIDING EDITING OF STORYLINE USING THUMBNAILS SHOWING OBJECTS, EACH OF WHICH CAN BE DISPLAYED WITH THEIR VARIATIONS TO ALLOW FOR ON-THE-FLY GENERATION OF OBJECTS
Methods and systems for generating a storyline usable to develop an interactive application includes receiving inputs from a user for developing the storyline. A first portion of the storyline is generated using prompts included in the inputs. The storyline generated includes a first set of thumbnails and text content describing content included in each thumbnail in the first set. Selection of a portion of the storyline for editing is detected and, in response, a plurality of additional prompts is generated and presented on a user interface. User selection of an additional prompt is used to edit a current version of the specific portion of the storyline to generate modified storyline. The modified storyline used to develop the interactive application.
A63F 13/63 - Création ou modification du contenu du jeu avant ou pendant l’exécution du programme de jeu, p. ex. au moyen d’outils spécialement adaptés au développement du jeu ou d’un éditeur de niveau intégré au jeu par le joueur, p. ex. avec un éditeur de niveaux
A63F 13/47 - Commande de la progression du jeu vidéo incluant des points de branchement, p. ex. la possibilité à un moment donné de choisir l’un des scénarios possibles
G06T 11/60 - Édition de figures et de texteCombinaison de figures ou de texte
G06V 10/22 - Prétraitement de l’image par la sélection d’une région spécifique contenant ou référençant une formeLocalisation ou traitement de régions spécifiques visant à guider la détection ou la reconnaissance
79.
CROSS-PLATFORM PLAY WITH REAL-TIME AUGMENTATION FOR MAINTAINING AN EVEN PLAYING FIELD BETWEEN PLAYERS
A method includes monitoring in a gaming session game play of a first player playing a game on a device of a first platform, and monitoring game play of a second player playing the game on a device of a second platform. A first valuation of a performance metric measuring gaming effectiveness is determined for the game play by the first player. A second valuation of the performance metric is determined for the game play by the second player. A difference between the first valuation and the second valuation does not satisfy a threshold band of operation that is based on global skill levels of the first and second players. The game play of the first player is augmented to modify the first valuation so that the threshold band of operation is satisfied in order to normalize effectiveness of playing the video game between the first and second players.
A63F 13/67 - Création ou modification du contenu du jeu avant ou pendant l’exécution du programme de jeu, p. ex. au moyen d’outils spécialement adaptés au développement du jeu ou d’un éditeur de niveau intégré au jeu en s’adaptant à ou par apprentissage des actions de joueurs, p. ex. modification du niveau de compétences ou stockage de séquences de combats réussies en vue de leur réutilisation
A63F 13/23 - Dispositions d'entrée pour les dispositifs de jeu vidéo pour l'interfaçage avec le dispositif de jeu, p. ex. des interfaces spécifiques entre la manette et la console de jeu
A63F 13/798 - Aspects de sécurité ou de gestion du jeu incluant des données sur les joueurs, p. ex. leurs identités, leurs comptes, leurs préférences ou leurs historiques de jeu pour évaluer les compétences ou pour classer les joueurs, p. ex. pour créer un tableau d’honneur des joueurs
Methods and systems are provided for providing a player with assistance during gameplay of a video game is provided. The method includes executing a video game for a game session. The player controls a player character during the game session. The method includes detecting selection of ghost assistance for the game session. The method includes linking or connecting the game session to an assistance artificial intelligence (AI) engine. The assistance AI engine operates to provide ghost assistance to the player in accordance with a mode setting. The ghost assistance is provided via a ghost character. The method includes rendering, during the game session, the ghost character performing interactive actions in the game. The interactive actions are generated responsive to control inputs generated by the assistance AI engine. The interactive actions by the ghost character are configured to progress the ghost character along an interactive path of the game.
A63F 13/67 - Création ou modification du contenu du jeu avant ou pendant l’exécution du programme de jeu, p. ex. au moyen d’outils spécialement adaptés au développement du jeu ou d’un éditeur de niveau intégré au jeu en s’adaptant à ou par apprentissage des actions de joueurs, p. ex. modification du niveau de compétences ou stockage de séquences de combats réussies en vue de leur réutilisation
A63F 13/80 - Adaptations particulières pour exécuter un genre ou un mode spécifique de jeu
81.
MODIFYING STABLE DIFFUSION TO PRODUCE IMAGES WITH BACKGROUND ELIMINATED
Techniques are described for guiding stable diffusion to produce images (300) with a contrasting foreground/background. Postprocessing is implemented using segmentation and chromakeying to remove the background. These techniques extract an alpha channel in generated images (200) to force stable diffusion to generate output with a background in a specified color, which is then removed from the image (300) in output post-processing. Present techniques leverage the img2img inpainting pipeline with a noise mask that covers the image edges, applying noise (and generating content) only in the center of the image, thereby forcing a strong background/foreground distinction.
Techniques are described for generating images such as but not limited to custom team emblems using stable diffusion (SD) based on input text describing a desired image. A pixelated multi-color palette (e.g., 300/400) with an optional guidance image is input (202) to a SD model to achieve a desired target color for an image generated in response to a short text input description. The optional guidance image may be used for more accurate output images in terms of conforming to the desired foreground object and permit the use of lower strength values.
A63F 13/63 - Création ou modification du contenu du jeu avant ou pendant l’exécution du programme de jeu, p. ex. au moyen d’outils spécialement adaptés au développement du jeu ou d’un éditeur de niveau intégré au jeu par le joueur, p. ex. avec un éditeur de niveaux
Techniques are described for generating custom team emblems using stable diffusion based on input text describing a desired image. A circle (902) is overlaid in the center of a pure-color background (900) representing each team's "color" and used as the input to stable diffusion img2img to produce emblems. This produces high-quality emblem outputs that generally match the input color.
Methods and systems are provided for providing a player with assistance during gameplay of a video game is provided. The method includes executing a video game for a game session. The player controls a player character during the game session. The method includes detecting selection of ghost assistance for the game session. The method includes linking or connecting the game session to an assistance artificial intelligence (Al) engine. The assistance Al engine operates to provide ghost assistance to the player in accordance with a mode setting. The ghost assistance is provided via a ghost character. The method includes rendering, during the game session, the ghost character performing interactive actions in the game. The interactive actions are generated responsive to control inputs generated by the assistance AT engine. The interactive actions by the ghost character are configured to progress the ghost character along an interactive path of the game.
A63F 13/5375 - Commande des signaux de sortie en fonction de la progression du jeu incluant des informations visuelles supplémentaires fournies à la scène de jeu, p. ex. en surimpression pour simuler un affichage tête haute [HUD] ou pour afficher une visée laser dans un jeu de tir utilisant des indicateurs, p. ex. en montrant l’état physique d’un personnage de jeu sur l’écran pour suggérer graphiquement ou textuellement une action, p. ex. en affichant une flèche indiquant un tournant dans un jeu de conduite
A63F 13/67 - Création ou modification du contenu du jeu avant ou pendant l’exécution du programme de jeu, p. ex. au moyen d’outils spécialement adaptés au développement du jeu ou d’un éditeur de niveau intégré au jeu en s’adaptant à ou par apprentissage des actions de joueurs, p. ex. modification du niveau de compétences ou stockage de séquences de combats réussies en vue de leur réutilisation
85.
CROSS-PLATFORM PLAY WITH REAL-TIME AUGMENTATION FOR MAINTAINING AN EVEN PLAYING FIELD BETWEEN PLAYERS
A method includes monitoring in a gaming session game play of a first player playing a game on a device of a first platform, and monitoring game play of a second player playing the game on a device of a second platform. A first valuation of a performance metric measuring gaming effectiveness is determined for the game play by the first player. A second valuation of the performance metric is determined for the game play by the second player. A difference between the first valuation and the second valuation does not satisfy a threshold band of operation that is based on global skill levels of the first and second players. The game play of the first player is augmented to modify the first valuation so that the threshold band of operation is satisfied in order to normalize effectiveness of playing the video game between the first and second players.
A63F 13/67 - Création ou modification du contenu du jeu avant ou pendant l’exécution du programme de jeu, p. ex. au moyen d’outils spécialement adaptés au développement du jeu ou d’un éditeur de niveau intégré au jeu en s’adaptant à ou par apprentissage des actions de joueurs, p. ex. modification du niveau de compétences ou stockage de séquences de combats réussies en vue de leur réutilisation
A63F 13/843 - Adaptations particulières pour exécuter un genre ou un mode spécifique de jeu incluant plusieurs joueurs simultanément sur le même dispositif de jeu, p. ex. nécessitant l’utilisation de plusieurs manettes ou d’une vue spécifique des données du jeu pour chaque joueur
09 - Appareils et instruments scientifiques et électriques
41 - Éducation, divertissements, activités sportives et culturelles
42 - Services scientifiques, technologiques et industriels, recherche et conception
Produits et services
(1) Augmented reality game software; computer application software in playing video and computer games; computer game software; computer game software, recorded or downloadable; downloadable audio and video recordings featuring computer video game play; downloadable computer and video game software and programs; downloadable digital audio recordings featuring music; downloadable game software for use on mobile phones, smartphones and tablets; downloadable image files containing artworks, texts, graphics and photographs; downloadable virtual reality game software; media streaming software; recorded video game programs; recorded virtual reality game software; video game software; virtual reality game software
(2) Interactive multimedia computer and video games; video game and computer game software, downloadable; computer software, namely, game engine software for video game and computer game development and operation; downloadable computer application software for developing video games and computer games; downloadable computer software for assisting developers in creating interactive video games and computer games; augmented reality software for playing video games and computer games; virtual reality software for playing video games and computer games; (1) Entertainment services, namely, providing online electronic games; entertainment services, namely, providing temporary use of non-downloadable computer games; entertainment services, namely, providing virtual environments in which users can interact for recreational, leisure or entertainment purposes; operation and coordination of electronic game tournaments; providing information about computer games and video games via a website; providing online non-downloadable computer games; providing online non-downloadable video games; providing temporary use of online non-downloadable electronic games
(2) Providing entertainment information in the field of computer games and video games via the internet; providing online non-downloadable computer games and video games via an online portal; operation and coordination of video gaming leagues; providing information in the field of computer games and video games via an online blog; providing on-line non-downloadable magazines, journals and newsletters in the field of computer games, video games, cartoons and general entertainment;
(3) Design and development of augmented reality software; design and development of computer game software and virtual reality software; design and development of software in the field of mobile applications; design and development of video game software; development of video and computer games; providing online non-downloadable game software; providing technical advice in the field of computer hardware and software; providing temporary use of non-downloadable software for developing computer games; providing temporary use of non-downloadable software for developing video games; technical support in the nature of troubleshooting to diagnose computer software problems; technical support services in the form of monitoring and troubleshooting to diagnose computer, electronic and video game hardware and software problems
09 - Appareils et instruments scientifiques et électriques
41 - Éducation, divertissements, activités sportives et culturelles
Produits et services
Recorded game software; downloadable game software; video game software; computer game software; recorded virtual reality game software; downloadable virtual reality game software; virtual reality game software; augmented reality game software; game software downloadable to mobile phones, tablet computers, and other electronic mobile devices; multimedia and interactive software; downloadable digital media, namely, downloadable images, downloadable artwork, downloadable text files, downloadable audio files, downloadable video files, and downloadable game software; downloadable series of fiction books; downloadable non-fiction books in the field of video games; downloadable comics and graphic novels; DVDs and optical discs featuring motion pictures and television shows; downloadable motion pictures and televisions shows; compact discs and vinyl records featuring music; downloadable audio recordings featuring music; downloadable podcasts; downloadable audio books. Entertainment services, namely, providing temporary use of non-downloadable video games and computer games; entertainment services, namely, providing online video games and computer games; providing online entertainment; entertainment services, namely, providing information relating to video games, computer games, motion pictures, and television shows via computer networks and global communication networks; virtual reality game services provided on-line from a computer network; entertainment services, namely, providing virtual environments in which users can interact for recreational, leisure, or entertainment purposes; gaming services in the nature of conducting online video game tournaments; providing online non-downloadable series of fiction books, non-fiction books in the field of video games, comic books, and graphic novels; entertainment services in the nature of ongoing television shows and movies; entertainment services, namely, providing non-downloadable motion pictures and television shows via a video-on-demand service; entertainment services in the nature of development, creation, production, distribution, and post-production of motion pictures and television shows; entertainment services, namely, providing on-line non-downloadable video clips and other multimedia digital content containing audio, video, artwork, and text from or related to video games, computer games, motion pictures, and television shows; entertainment services, namely, providing non-downloadable playback of music via global communications networks; entertainment services, namely, providing non-downloadable podcasts and audio books; entertainment in the nature of an amusement park ride; entertainment services in the nature of an amusement park attraction, namely, a themed area.
09 - Appareils et instruments scientifiques et électriques
41 - Éducation, divertissements, activités sportives et culturelles
Produits et services
Recorded game software; downloadable game software; video game software; computer game software; recorded virtual reality game software; downloadable virtual reality game software; virtual reality game software; augmented reality game software; game software downloadable to mobile phones, tablet computers, and other electronic mobile devices; multimedia and interactive software; downloadable digital media, namely, downloadable images, downloadable artwork, downloadable text files, downloadable audio files, downloadable video files, and downloadable game software; downloadable series of fiction books; downloadable non-fiction books in the field of video games; downloadable comics and graphic novels; DVDs and optical discs featuring motion pictures and television shows; downloadable motion pictures and televisions shows; compact discs and vinyl records featuring music; downloadable audio recordings featuring music; downloadable podcasts; downloadable audio books Entertainment services, namely, providing temporary use of non-downloadable video games and computer games; entertainment services, namely, providing online video games and computer games; providing online entertainment; entertainment services, namely, providing information relating to video games, computer games, motion pictures, and television shows via computer networks and global communication networks; virtual reality game services provided on-line from a computer network; entertainment services, namely, providing virtual environments in which users can interact for recreational, leisure, or entertainment purposes; gaming services in the nature of conducting online video game tournaments; providing online non-downloadable series of fiction books, non-fiction books in the field of video games, comic books, and graphic novels; entertainment services in the nature of ongoing television shows and movies; entertainment services, namely, providing non-downloadable motion pictures and television shows via a video-on-demand service; entertainment services in the nature of development, creation, production, distribution, and post-production of motion pictures and television shows; entertainment services, namely, providing on-line non-downloadable video clips and other multimedia digital content containing audio, video, artwork, and text from or related to video games, computer games, motion pictures, and television shows; entertainment services, namely, providing non-downloadable playback of music via global communications networks; entertainment services, namely, providing non-downloadable podcasts and audio books; entertainment in the nature of an amusement park ride; entertainment services in the nature of an amusement park attraction, namely, a themed area
Techniques are described for encoding (200) a normal map of a computer graphics texture. X and Z components of the normal map are associated with respective first and second channels with each channel being represented as two respective pair of endpoint values and 6-bits of interpolation indices. The channels including negative Z values are projected (202) to octahedral space with interpolated index values being allowed outside the range of [-1, 1], and a symmetry operation executed (212-216) to bring the interpolation indices values into the range [-1, 1].
Techniques are described for transcoding textures which include computing plural endpoint colors for the macroblocks. In a first technique forward Discrete Cosine Transform (DCT) is applied (406) to macroblocks or portions thereof and used to represent the respective portions. In a second technique a mean of the endpoint colors and a difference between the endpoint colors are computed (206), with the mean and the difference establishing (208) a projection vector in color-space. The mean and the difference are compressed (210) and per-pixel distances along the projection vector are computed (212) and used along with the respective mean and difference to represent the macroblock.
H04N 19/176 - Procédés ou dispositions pour le codage, le décodage, la compression ou la décompression de signaux vidéo numériques utilisant le codage adaptatif caractérisés par l’unité de codage, c.-à-d. la partie structurelle ou sémantique du signal vidéo étant l’objet ou le sujet du codage adaptatif l’unité étant une zone de l'image, p. ex. un objet la zone étant un bloc, p. ex. un macrobloc
H04N 19/196 - Procédés ou dispositions pour le codage, le décodage, la compression ou la décompression de signaux vidéo numériques utilisant le codage adaptatif caractérisés par le procédé d’adaptation, l’outil d’adaptation ou le type d’adaptation utilisés pour le codage adaptatif étant spécialement adaptés au calcul de paramètres de codage, p. ex. en faisant la moyenne de paramètres de codage calculés antérieurement
H04N 19/00 - Procédés ou dispositions pour le codage, le décodage, la compression ou la décompression de signaux vidéo numériques
92.
AUTOMATIC CREATION AND RECOMMENDATION OF VIDEO GAME FRAGMENTS
A computer-implemented method includes obtaining one or more preferences of a user for a video gaming session, identifying, using a trained machine learning model, a playable fragment of a video game based on a perceived match with the one or more preferences, recommending the playable fragment to the user, receiving fragment feedback from the user while or after the user plays the playable fragment, and updating the trained machine learning model based on the fragment feedback.
A63F 13/77 - Aspects de sécurité ou de gestion du jeu incluant les données relatives aux dispositifs ou aux serveurs de jeu, p. ex. données de configuration, version du logiciel ou quantité de mémoire
A63F 13/63 - Création ou modification du contenu du jeu avant ou pendant l’exécution du programme de jeu, p. ex. au moyen d’outils spécialement adaptés au développement du jeu ou d’un éditeur de niveau intégré au jeu par le joueur, p. ex. avec un éditeur de niveaux
A63F 13/67 - Création ou modification du contenu du jeu avant ou pendant l’exécution du programme de jeu, p. ex. au moyen d’outils spécialement adaptés au développement du jeu ou d’un éditeur de niveau intégré au jeu en s’adaptant à ou par apprentissage des actions de joueurs, p. ex. modification du niveau de compétences ou stockage de séquences de combats réussies en vue de leur réutilisation
93.
AUTOMATIC CREATION AND RECOMMENDATION OF VIDEO GAME FRAGMENTS
A computer-implemented method includes obtaining one or more preferences of a user for a video gaming session, identifying, using a trained machine learning model, a playable fragment of a video game based on a perceived match with the one or more preferences, recommending the playable fragment to the user, receiving fragment feedback from the user while or after the user plays the playable fragment, and updating the trained machine learning model based on the fragment feedback.
A system is disclosed for three-dimensional (3D) conversion of a video stream. The system includes an input processor configured to receive an input video stream that includes a first series of video frames. The system also includes a 3D virtual model generator configured to select video frames from the input video stream and generate a 3D virtual model for content depicted in the selected video frames. The system also includes a frame generator configured to generate a second series of video frames for an output video stream depicting content within the 3D virtual model at a specified frame rate. The system also includes an output processor configured to encode and transmit the output video stream to a client computing system.
A63F 13/355 - Réalisation d’opérations pour le compte de clients ayant des capacités de traitement restreintes, p. ex. serveurs transformant une scène de jeu qui évolue en flux vidéo codé à transmettre à un téléphone portable ou à un client léger
A63F 13/86 - Regarder des jeux joués par d’autres joueurs
A63F 13/213 - Dispositions d'entrée pour les dispositifs de jeu vidéo caractérisées par leurs capteurs, leurs finalités ou leurs types comprenant des moyens de photo-détection, p. ex. des caméras, des photodiodes ou des cellules infrarouges
A63F 13/65 - Création ou modification du contenu du jeu avant ou pendant l’exécution du programme de jeu, p. ex. au moyen d’outils spécialement adaptés au développement du jeu ou d’un éditeur de niveau intégré au jeu automatiquement par des dispositifs ou des serveurs de jeu, à partir de données provenant du monde réel, p. ex. les mesures en direct dans les compétitions de course réelles
09 - Appareils et instruments scientifiques et électriques
41 - Éducation, divertissements, activités sportives et culturelles
Produits et services
Recorded game software; downloadable game software; video game software; computer game software; recorded virtual reality game software; downloadable virtual reality game software; virtual reality game software; augmented reality game software; game software downloadable to mobile phones, tablet computers, and other electronic mobile devices; multimedia and interactive software; downloadable digital media, namely, downloadable images, downloadable artwork, downloadable text files, downloadable audio files, downloadable video files, and downloadable game software; downloadable series of fiction books; downloadable non-fiction books in the field of video games; downloadable comics and graphic novels; DVDs and optical discs featuring motion pictures and television shows; downloadable motion pictures and televisions shows; compact discs and vinyl records featuring music; downloadable audio recordings featuring music; downloadable podcasts; downloadable audio books. Entertainment services, namely, providing temporary use of non-downloadable video games and computer games; entertainment services, namely, providing online video games and computer games; providing online entertainment; entertainment services, namely, providing information relating to video games, computer games, motion pictures, and television shows via computer networks and global communication networks; virtual reality game services provided on-line from a computer network; entertainment services, namely, providing virtual environments in which users can interact for recreational, leisure, or entertainment purposes; gaming services in the nature of conducting online video game tournaments; providing online non-downloadable series of fiction books, non-fiction books in the field of video games, comic books, and graphic novels; entertainment services in the nature of ongoing television shows and movies; entertainment services, namely, providing non-downloadable motion pictures and television shows via a video-on-demand service; entertainment services in the nature of development, creation, production, distribution, and post-production of motion pictures and television shows; entertainment services, namely, providing on-line non-downloadable video clips and other multimedia digital content containing audio, video, artwork, and text from or related to video games, computer games, motion pictures, and television shows; entertainment services, namely, providing non-downloadable playback of music via global communications networks; entertainment services, namely, providing non-downloadable podcasts and audio books; entertainment in the nature of an amusement park ride; entertainment services in the nature of an amusement park attraction, namely, a themed area.
14 - Métaux précieux et leurs alliages; bijouterie; horlogerie
16 - Papier, carton et produits en ces matières
21 - Ustensiles, récipients, matériaux pour le ménage; verre; porcelaine; faience
28 - Jeux, jouets, articles de sport
Produits et services
Jewelry; jewelry, namely, watches, necklaces, rings, bracelets, earrings, ornamental pins, and tie pins; watches; wristwatches, watch bands; clocks; jewelry boxes; jewelry cases; key chains; metal and non-metal key rings; precious metal commemorative cups; precious metal commemorative plaques; precious metal badges; pin badges. Books; comic books; posters; stickers; printed materials, namely, novels and series of fiction books and short stories featuring scenes and characters based on video games; stationery; art prints; blank journal books; note books; guide books in the field of video and computer game strategy; picture books; trading cards (excluding those for games); printed matter, namely, magazines, comics, cartoon books, and picture books in the field of cartoons and animated characters; calendars; greeting cards; postcards; bookmarks; notepads. Bottles, sold empty; mugs; drinking glasses and cups; flasks; bottle openers; sports bottles, sold empty; coffee cups; drinking cups not of precious metal; dishes for pet animals; tableware; plates; bowls; lunch boxes; plastic food storage container; water bottle; thermos. Board games; playing cards; trading card games; construction toys; toy figures; toy figurines; collectible toy figures; plush toys; stuffed toys; dolls; action figures and accessories therefor; game equipment.
09 - Appareils et instruments scientifiques et électriques
41 - Éducation, divertissements, activités sportives et culturelles
Produits et services
Recorded game software; downloadable game software; downloadable video game software; downloadable computer game software; recorded virtual reality game software; downloadable virtual reality game software; downloadable virtual reality computer game software; downloadable augmented reality game software; game software, downloadable to mobile phones, tablet computers, and other electronic mobile devices; downloadable multimedia and interactive software for playing video games and computer games and for operation of video game consoles; downloadable digital media, namely, downloadable images, downloadable artwork, downloadable text files, downloadable audio files, downloadable video files, all in the field of gaming, and downloadable game software; downloadable series of fiction books; downloadable non-fiction books in the field of video games; downloadable comics and graphic novels; DVDs and optical discs featuring motion pictures and television shows; downloadable motion pictures and televisions shows; compact discs and vinyl records featuring music; downloadable audio recordings featuring music; downloadable podcasts in the field of video games and computer games; downloadable audio books in the field of video games and computer games Entertainment services, namely, providing temporary use of non-downloadable video games and computer games; entertainment services, namely, providing online video games and computer games via the internet; providing online entertainment in the nature of online computer and video gaming; entertainment services, namely, providing information relating to video games, computer games, motion pictures, and television shows via computer networks and global communication networks; virtual reality game services provided on-line from a computer network; entertainment services, namely, providing online non-downloadable computer games featuring virtual environments in which users can interact for recreational, leisure, or entertainment purposes; gaming services in the nature of conducting online video game tournaments; providing online non-downloadable series of fiction books, non-fiction books in the field of video games, comic books, and graphic novels; entertainment services in the nature of ongoing television shows and movies in the field of video games, animated cartoons, children’s entertainment, comedy, and drama broadcast over television, satellite, audio, and video media; entertainment services, namely, providing non-downloadable motion pictures and television shows via a video-on-demand service; entertainment services in the nature of development, creation, production, distribution, and post-production of motion pictures and television shows; entertainment services, namely, providing on-line non-downloadable video clips and other multimedia digital content containing audio, video, artwork, and text from or related to video games, computer games, motion pictures, and television shows; entertainment services, namely, providing non-downloadable playback of music via global communications networks; entertainment services, namely, providing non-downloadable podcasts and audio books in the field of video games and computer games; entertainment services, namely, providing an amusement park ride; entertainment services in the nature of an amusement park attraction, namely, a themed area
Techniques are described for testing execution of a computer game by the game developer under one or more emulated network conditions provided by a portable network emulator (200) that can be connected to the game developer system (208) and that can receive various emulated network settings (500) to be imposed upon the system during test execution of the computer game.
Techniques are described for testing execution of a computer game by the game developer under one or more emulated network conditions provided by a portable network emulator that can be connected to the game developer system and that can receive various emulated network settings to be imposed upon the system during test execution of the computer game.