Entries |
Document | Title | Date |
20080207322 | Method, System and Computer-Readable Code For Providing a Computer Gaming Device - A system, method and computer readable code for providing a single player and/or a multi-player gaming environment is provided. Each user is provided with a client device having an input module and display screen. An application server array receives data indicative of game commands from each client device. Residing in the application server array is a game engine which maintains a virtual gaming universe including one or more of user-controllable gaming characters. The gaming engine is operative to associate each user-controlled gaming character with game commands received from a respective client device of the plurality of devices. At the application server array, a one or more streams of videos are rendered. In some embodiments, each video stream represents a view associated with a different game character. Each video stream is sent over a communications link to a respective client device. In some embodiments, the communications link is a switched network, such as a packet switched network of a circuit switched network. | 08-28-2008 |
20080207323 | GAME APPARATUS, CHARACTER AND VIRTUAL CAMERA CONTROL METHOD, PROGRAM AND RECORDING MEDIUM - To apply a certain change to a displayed image while controlling a position and direction of a character and a virtual camera. In changing a direction of a character card without changing its position, when the direction changes slowly a direction of a character changes according to change direction of the character card, and a visual point of a virtual camera moves circularly according to the change direction of the character. When the direction of the character card is changed fast only the visual point moves circularly and the direction of the character does not change. | 08-28-2008 |
20080214303 | Method, System and Computer Program Product For Producing, Offering and Executing Recreational Application Programs - Recreational application programs are offered for execution through players' terminals. Said recreational application programs involve at least one of playing and gambling. The system comprises an event model ( | 09-04-2008 |
20090005163 | Private game terminal - Terminal comprising a processing unit ( | 01-01-2009 |
20090017909 | Storage medium having game program stored thereon and game apparatus - The game apparatus shoots a moving object from a predetermined weapon object and moves the moving object in a three-dimensional space in a case where an input from an input device is received. At least one of the size, the shape, and the number of a contact determination area defined for the moving object is changed in accordance with a distance over which the moving object moves in the three-dimensional space. The game apparatus determines whether or not the contact determination area defined for the moving object contacts a contact determination area defined for a target object. A predetermined game process is performed when the determination result of a contact determination step is positive. | 01-15-2009 |
20090048018 | Programmable movement of an orientation of a game character view of a game environment - A control system comprises a control device comprising a programmable macro button, a memory containing view change settings, a driver program and a microprocessor. The driver program includes a view change output that is produced in response to actuation of the macro button and is based on the view change settings. The microprocessor is configured to move the orientation of the character view of the game environment from a beginning orientation to an ending orientation in response to the view change output. Also disclosed is a method of using a control system to move an orientation of a character view of a game environment in a video game. | 02-19-2009 |
20090062000 | GAME MACHINE, GAME MACHINE CONTROL METHOD, AND INFORMATION STORAGE MEDIUM - To provide a game machine for displaying a picture in which light from a light source causes the shadow of an object, and the shadow varies according to a change in the position of the light source, the shape (posture) of the object, and so forth, while suppressing an increase in the data amount. The present invention relates to a game machine for showing a picture obtained by viewing, from a predetermined viewpoint, a virtual three dimensional space ( | 03-05-2009 |
20090062001 | VIRTUAL CAMERAS AND 3-D GAMING ENVIRONMENTS IN A GAMING MACHINE - A disclosed gaming machine provides method and apparatus for presenting a plurality of game outcome presentations derived from one or more virtual 3-D gaming environments stored on the gaming machine. While a game of chance is being played on the gaming machine, two-dimensional images derived from a three-dimensional object in the 3-D gaming environment may be rendered to a display screen on the gaming machine in real-time as part of the game outcome presentation. To add excitement to the game, a 3-D position of the 3-D object and other features of the 3-D gaming environment may be controlled by a game player. Nearly an unlimited variety of virtual objects, such as slot reels, gaming machines and casinos, may be modeled in the 3-D gaming environment. | 03-05-2009 |
20090069084 | System and Methods for Monitoring and Controlling the Actions of an Avatar in a Virtual Environment - An Internet-based computer application displayed on a multimedia video display system that records and compiles statistics based upon the interactions of an avatar, representing a gamer, within a virtual environment. The avatar is able to act in the virtual environment by controlling, manipulating, operating, or otherwise interacting with objects and other avatars within the virtual environment. Within the virtual environment, an avatar is presented with pre-determined options controlled by variables set by the computer application for each possible interaction. The actions of the avatar are recorded in at least one database. The application can compile the data and provide summary statistics regarding the avatar's performance within the virtual environment. An interface screen can be used to view the summary statistics and alter the variables to change or adjust the options available to an avatar for interaction with objects in the virtual environment. | 03-12-2009 |
20090104990 | Game device - The game device of the present invention comprises a first image processing means for generating an image captured from the view of a virtual camera which moves together with a virtual player on landforms in a game world and displaying it as a main screen, a second image processing means for generating an image on which a destination for the virtual player can be designated and displaying it as a map image, a destination designation means for designating a destination for the virtual player, route determination means for detecting the position of a destination for the virtual player designated on the map screen, determining the shortest route connecting the detection position of the destination and the present position of the virtual player, and determining a movement route for the virtual player, and a movement control means for allowing the virtual player to move to the destination along the movement route. | 04-23-2009 |
20090111579 | GAME MACHINE, GAME MACHINE CONTROL METHOD, AND INFORMATION STORAGE MEDIUM - A game machine is provided in which processing load for displaying a scene of falling snow or falling rain, for example, on a game screen in a three-dimensional game can be reduced. An environmental effect object placement unit (snow object placement unit ( | 04-30-2009 |
20090131167 | GAME MACHINE, CONTROL METHOD OF GAME MACHINE AND INFORMATION STORAGE MEDIUM - To provide a game machine for enabling the game player to direct the virtual camera in their desired direction in a virtual three dimensional space, through a relatively simple operation. The present invention relates to a game machine for showing a picture obtained by viewing a virtual three dimensional space from a virtual camera placed in the virtual three dimensional space. A first virtual camera control unit ( | 05-21-2009 |
20090170600 | Game Machine, Game Machine Control Method, And Information Storage Medium - To provide a game machine for providing a sport game to be played between an operation target team and an opponent team, which allows a game player to relatively readily find out the position of a teammate player object. A position announcing sound data storage unit ( | 07-02-2009 |
20090197678 | Pretend play toy with reality and virtual interaction - A pretend play toy with virtual reality interaction is disclosed. Children play toys on a platform in pretend play, and a circuit board underneath unseen by the children can sensor toys' characters and positions for playing virtual scene on the display where the children have interaction with the virtual playground. The present invention combines the physical toys and children's imagination on the display like TV, and let the children unconsciously learn and enhance their creativity and imagination. | 08-06-2009 |
20090203440 | IMAGE PROCESSING METHOD AND INPUT INTERFACE APPARATUS - For an input interface apparatus for recognizing the motion of an object, there may be cases where the brightness of the object to be captured is insufficient, and thus, a camera takes an image of the object operated by the object, a depth position detector detects the position of the object based on captured frames, an action identifying unit identifies an action of the player based on a result on the detection of the object, an input receiving unit receives the action as an instruction to an input-receiving image displayed on a display, and in response to the action, an illumination control unit raises the brightness of the image projected on the display higher than that before the action is detected. | 08-13-2009 |
20090215533 | METHODS FOR CAPTURING DEPTH DATA OF A SCENE AND APPLYING COMPUTER ACTIONS - A computer-implemented method is provided to automatically apply predefined privileges for identified and tracked users in a space having one or more media sources. The method includes an operation to define and save to memory, a user profile. The user profile may include data that identifies and tracks a user with a depth-sensing camera. In another operation privileges that define levels of access to particular media for the user profile are defined and saved. The method also includes an operation to capture image and depth data from the depth-sensing camera of a scene within the space. In yet another operation, the user is tracked and identified within the scene from the image and depth data. In still another operation the defined privileges are automatically applied to one or more media sources, so that the user is granted access to selected content from the one or more media sources when identified and tracked within the scene. | 08-27-2009 |
20090221367 | ON-LINE GAMING - There is described a player terminal for use with a gaming server over a distributed communications network for facilitating the playing of a distributed multi-player on-line game involving interactions between different players in a virtual playing environment. The player terminal comprises: receiving means for receiving from the server, information specifying a virtual playing environment and on-line players in that environment, and update information relating to game-playing events occurring within that environment during the playing of an on-line game; generating means for generating a graphical representation of the virtual playing environment from the received information, graphical representations of each on-line game player and graphical representations of game-playing events occurring within the virtual environment; interaction means for interacting with the game playing events, the interaction means generating information relating to the actions of the on-line player during the playing of the on-line game, which are reflected in the behavior of the graphical representation of that on-line player; and transmitting means for transmitting to the server, game-playing commands generated at the player terminal in response to the displayed game-playing events; such that other on-line players can ultimately see the actions of the on-line player. | 09-03-2009 |
20090221368 | Method and system for creating a shared game space for a networked game - Techniques for creating a shared virtual space based on one or more real-world spaces are disclosed. Representations of the real-world spaces are combined in different ways to create a shared virtual game space within which each person's real-world movements are interpreted to create a shared feeling of physical proximity and physical interaction with other people on the network. One or more video cameras in one real-world area are provided to generate video data capturing the users as well as the environment of the users. The shared virtual space is created in reference to the respective real-world spaces that may be combined in various ways. Depending on a particular application, the shared virtual space will be embedded with various virtual objects and representative objects. Together with various rules and scoring mechanisms, such a shared virtual space may be used in a videogame that can be played by multiple players in a game space within which player's movements are interpreted to create a shared feeling of physical proximity and physical interaction with other players on the network. | 09-03-2009 |
20090253507 | GAME MOVIE DISTRIBUTION METHOD AND SYSTEM - A game movie distribution system acquires key input information input by a player using a game device when the player plays a game. The game movie distribution system controls the movement of a character based on the key input information to reproduce the game. The game movie distribution system photographs a three-dimensional virtual space using a virtual camera that is set under a camera condition defined taking account of a view using an external terminal. The game movie distribution system generates movie data based on the photographed image, and delivers the movie data to the external terminal. | 10-08-2009 |
20090264198 | 3D GAME DISPLAY SYSTEM, DISPLAY METHOD, AND DISPLAY PROGRAM - A 3D game display system includes a 3D configuration unit for virtually configuring a 3D space and controlling an object coordinate, a window control unit for controlling displayed windows, a 2D configuration unit for causing a window to two-dimensionally display a 3D space according to the field-of-view range based on the window type, area and shape, a GUI control unit arranged in the window and controlling a GUI for performing display and operations concerning the game, an input interface for performing operations on the windows and the GUI, and an expansion/contraction control unit for changing the area or the shape of the windows according to the operations of the input interface. This enables the display of diversified game contents using multi-windows in a 3D game and maintains a balance between the display of the game content itself and the GUI while maintaining the GUI operability. | 10-22-2009 |
20090312100 | Face Simulation in Networking - A system allows you to do things on the internet in a way you might do them in the real world. This system allows modifying your look on the internet, but only by an amount that changes your look like you could change it in the real world, e.g, with makeup or plastic surgery. More extensive changes are not allowed, to prevent the user from masking their identity or characteristics via the editing of their looks. | 12-17-2009 |
20090318225 | MUSIC PRODUCTION APPARATUS AND METHOD OF PRODUCING MUSIC BY COMBINING PLURAL MUSIC ELEMENTS - A music production apparatus includes a melody data storage operative to store music data for a plurality of melody elements forming music, a condition storage operative to store a condition for combining melody elements and a condition related to an attribute applicable when playing the melody element, an element selector operative to determine, at a predetermined point of time, whether a melody element should be allocated to a track where no melody elements are allocated, and to select, when it is determined that a melody element should be allocated to the track, a melody element that should be allocated to the track by referring to the condition for combining melody elements stored in the condition storage, an attribute determination unit operative to determine an attribute applicable when playing the selected melody element, and a sound production unit operative to read music data for the selected melody element from the melody data storage, to apply the attribute determined by the attribute determination unit, and to produce a sound signal that should be output to a speaker, using the music data for the melody element allocated to the track. | 12-24-2009 |
20090325699 | INTERFACING WITH VIRTUAL REALITY - Included are embodiments for implementing virtual reality. More specifically, one embodiment of a virtual reality method includes interfacing with host game logic, the host game logic configured to provide an interactive video game interface and receiving display data from the host game logic, and provide the display data to a virtual reality head mounted display. Some embodiments include receiving user motion input to control at least a portion of the interactive video game interface, the user motion too input being provided via a virtual simulation device, the virtual simulation device configured to facilitate control of at least a portion of the interactive video game interface via simulation of user motion and translating the received user motion input into a format for controlling the interactive video game interface. Still some embodiments include providing the translated user motion input to the host game logic. | 12-31-2009 |
20100016076 | METHOD AND APPARATUS FOR USER-SELECTED MANIPULATION OF GAMEPLAY MECHANICS - One particular implementation of the present invention may take the form of a method and system for a user of a video game to alter game scenes, objects and models in real-time by drawing shapes within the video game environment during game play. The method may include artificial intelligent reactions by the gameplay mechanics to the user-selected alterations to the video game as the alterations are made. More particularly, one method for manipulating a video game may allow the user to alter the environment of the video game by using a drawing tool to draw shapes within the video game environment. The video game may recognize the shape drawn within the game and generate a rendered shape corresponding to the drawn shape. The user may also alter character models or sprites within the video game to stretch or shrink the model. Further, the above methods may occur within a two-dimensional or three-dimensional video game environment. The user may use a video game controller including a tablet-type device to facilitate the user drawing a shape within the video game environment. | 01-21-2010 |
20100029384 | SYSTEM AND METHOD FOR PHYSICS INTERACTIONS IN A SIMULATION - Systems and methods are provided to implement a technique for managing physics interactions in a computer simulation, such as the interactions of objects in an online computer game. Objects in the simulation are or can become physics objects that then behave according to the rules of the physics simulator in operation. Different implementations can use different rules for how items become physics objects and for what rules are used to manage physics objects. Since physics object interactions are determined on the basis of their physical properties rather than adherence to predefined interactions, the resulting interactions are emergent and not scripted. | 02-04-2010 |
20100041478 | Game program - A CPU core determines whether a stick is in contact with a touch panel based on an output signal from the touch panel; if not in contact, a gazing point of a virtual camera is moved to a collective center of masses for objects; on the other hand, if the stick is in contact with the touch panel, setting values for the camera are fixed, an operation target object is caused to appear at a position, in a game space, corresponding to touch coordinates, and, then, the operation target object is moved in accordance with a dragging operation from a player; the setting values for the camera are fixed until the stick detaches from the touch panel; and, accordingly, when the player moves an arbitrary object in the three dimensional game space by operating the touch panel, the player can accurately move the object to an intended point. | 02-18-2010 |
20100056275 | Massively Multiplayer Online Game Technologies - A method for providing connectivity information and customized media content to clients of an interactive 3-D simulation executing on at least one game server is provided. The method includes receiving a message from an authentication source indicating authentication of a client and receiving a request from the client demanding a list of operational game servers and an address for each of the operational game servers. The method further includes sending a request to a second server for a list of operational game servers. The method further includes receiving a message from the second server including a list of game servers, wherein each of the game servers in the list has periodically authenticated with the second server in real time during execution of the interactive 3-D simulation. The method further includes providing the client with a list of game servers and an address for each of the operational game servers. The method further includes providing customized media content delivery to the client. | 03-04-2010 |
20100069153 | GAME DEVICE, INPUT METHOD AND INPUT PROGRAM FOR GAME DEVICE | 03-18-2010 |
20100105474 | SYMBOL DISPLAY DEVICE FOR GAME MACHINE - A symbol display device for a game machine includes a reel unit having a plurality of reels, each having a peripheral surface with a plurality of peripheral symbols. A reel supporting member that supports the reels rotatably and independently includes a lateral wall having a plurality of lateral symbols arranged around the rotational axis of the end reel, whereby any one of the lateral symbols may be indicated by a pointer that rotates about the rotational axis of the end reel. A pivoting unit pivots the reel unit to a first angular position at which the peripheral surfaces of the reels are observable and to a second angular position at which the pointer and the lateral symbols on the lateral wall of the reel supporting member are observable. A controller for controlling the pivoting unit causes the pivoting unit to vibrate the reel unit near the first angular position and near the second angular position. | 04-29-2010 |
20100151943 | WAGERING GAME WITH 3D GAMING ENVIRONMENT USING DYNAMIC CAMERA - A gaming system for playing a wagering game includes an input device for receiving a wager to play a wagering game, a display, and a controller. The controller is configured to display a three-dimensional view of at least a portion of a gaming environment and one or more movable visual elements disposed within the gaming environment. The controller is further configured to dynamically retain within the field of view a center point of a selected set of the movable visual elements. | 06-17-2010 |
20100151944 | 3D VIDEOGAME SYSTEM - A 3D videogame system capable of displaying a left-right sequences through a different, independent VGA or video channel, with a display device sharing a memory in an immerse manner. The system has a videogame engine controlling and validating the image perspectives, assigning textures, lighting, positions, movements and aspects associated with each object participating in the game; creates left and right backbuffers, creates images and presents the information in the frontbuffers. The system allows handling the information of data associated to the xyz coordinates of the object's image in real-time, increases the RAM for the left-right backbuffer, with the possibility to discriminate and take the corresponding backbuffer, whose information is sent to the frontbuffer or additional independent display device sharing a memory in an immerse manner. | 06-17-2010 |
20100160042 | GAME PROGRAM, GAME APPARATUS AND GAME CONTROL METHOD - It is an object of the present invention to make a game player comfortably watch moving pictures when a camera's line-of-sight tracks a moving object. In a program of the present invention, a control unit recognizes point-of-sight position data for indicating a position of a camera's point-of-sight. Then, the control unit recognizes a view-frustum region and an intra-view-frustum region. Next, the control unit decides whether or not a moving object is located within the intra-view-frustum region. When the control unit decides that the moving object is located outside the intra-view-frustum region, the control unit executes processing of moving at least one of the camera's point-of-sight and a camera's point-of-target so that the moving object is located within the intra-view-frustum region. | 06-24-2010 |
20100173706 | IMAGE DISPLAY CONTROL DEVICE, GAME APPARATUS, AND PROGRAM AND RECORDING MEDIUM HAVING THE SAME - The present invention provides an image display control device, etc., capable of preventing a specific object, which is required not to be seen by the user when the specific object is positioned outside a visible field, among various objects located in a virtual field from being seen by the user in an easy method when the specific object is positioned outside the visible field. | 07-08-2010 |
20100173707 | GAME DEVICE, GAME DEVICE CONTROL METHOD, PROGRAM, AND INFORMATION STORAGE MEDIUM - To provide a game device having a character transformation function and in which prevention of unnatural display of change of posture and facial expression of a character object is realized while suppressing increase in an amount of data and an amount of work related to motion data. In the present invention, a skeleton part (joint or bone) which is set for a character object placed in a virtual three-dimensional space is rotated so that a position of a predetermined vertex of the character object changes from a first position to a second position. In the present invention, a player is guided to change at least one of the first position and the second position. In a case where at least one of the first position and the second position is changed by the player, the position of the skeleton part is corrected so that the position of the predetermined vertex of the character object changes from the first position to the second position in a case where the skeleton part is rotated by a predetermined angle (S | 07-08-2010 |
20100197399 | VISUAL TARGET TRACKING - A method of tracking a target includes receiving an observed depth image of the target from a source and obtaining a posed model of the target. The model is rasterized into a synthesized depth image, and the pose of the model is adjusted based, at least in part, on differences between the observed depth image and the synthesized depth image. | 08-05-2010 |
20100197400 | VISUAL TARGET TRACKING - A target tracking method includes representing a human target with a machine-readable model configured for adjustment into a plurality of different poses. The machine-readable model includes a plurality of joints, including one or more magnetism joints, and each joint has a three-dimensional world space position. The method further includes receiving an observed depth image of the human target from a source. The observed depth image includes a plurality of observed pixels. A magnetism body part is assigned to one or more of the plurality of observed pixels, and a magnetism joint position is estimated based on world space positions of the one or more observed pixels assigned the magnetism body part. A joint of the machine-readable model is then shifted toward the magnetism joint position. | 08-05-2010 |
20100203967 | Exercising game system and method thereof - An exercising game system and the method thereof are provided. The system collects a speed parameter and a time parameter of an exerciser, and compute to obtain a distance parameter for extracting a corresponding virtual image. This solves the problems that the exerciser may cheat during the game and that the exercising process is boring. Besides, the game becomes more realistic so that the user enjoys using it. | 08-12-2010 |
20100203968 | Apparatus And Method Of Avatar Customisation - An entertainment device comprises skeletal modelling means to control placements of a three dimensional mesh representing some or all of a user avatar in response to the position of one or more skeletal components of the user avatar, skeleton modification means to modify one or more physical properties of one or more skeletal components of the user avatar via a user interface, and rendering means to render the user avatar responsive to the modified user avatar skeleton. | 08-12-2010 |
20100203969 | GAME DEVICE, GAME PROGRAM AND GAME OBJECT OPERATION METHOD - [Problems to be Solved] In a game where a user's operation is input to an object such as a player or a ball in a golf game or the like by using a controller with a built-in acceleration sensor to proceed the game, it is possible to input such a value at timing as the user intends without losing a realistic operation. | 08-12-2010 |
20100216550 | GAME DEVICE, GAME CONTROL METHOD, AND GAME CONTROL PROGRAM - A game device includes a shape data storage which stores data of an object disposed in a three-dimensional space, a first rendering unit which sets a point of view and a line of sight and renders the object by referencing data stored in the shape data storage, a viewpoint changing unit which receives a change instruction indicating a change of the point of view or line of sight and changes the point of view or line of sight. The viewpoint changing unit changes the point of view or line of sight to outside a predetermined range when the point of view or line of sight enters within the predetermined range. | 08-26-2010 |
20100248831 | ACQUIRING IMAGES WITHIN A 3-DIMENSIONAL ROOM - The application relates to acquiring images within a 3-dimensional room | 09-30-2010 |
20100267451 | GAME MACHINE, PROGRAM FOR REALIZING GAME MACHINE, AND METHOD OF DISPLAYING OBJECTS IN GAME - A game machine is provided that displays an attack direction in a 3D virtual game space when a player character is attacked, such that the human player can readily recognize the attack direction. In the game machine that activates the player character and an enemy character that attacks the player character in a 3D virtual game space, the direction of the attack received by the player character from the enemy character is acquired based on player position information indicating the position of the player character and enemy position information indicating the position of the enemy character in the game space. Damage marks which are objects that indicate the attack direction are generated at positions corresponding to the attack direction in a player region set around the player character, and at least a part of the game space, including the player character and the damage marks, is displayed. | 10-21-2010 |
20100279770 | COMPUTER, PROGRAM, AND STORAGE MEDIUM - There are provided controller control means for receiving acceleration of movement of a housing or an angular speed of rotation of the housing from a controller operated by a user and image generating means for generating a game image obtained by photographing a predetermined direction from a predetermined viewpoint in a three-dimensional game space and for moving the viewpoint when the received acceleration or angular speed exceeds a predetermined threshold value. Alternatively, there are provided controller control means for receiving an angular speed of rotation in a first specific direction of a housing from a controller operated by a user and image generating means for generating a game image obtained by photographing a three-dimensional game space from a predetermined viewpoint and for starting movement to the first specific direction of the viewpoint when the received angular speed exceeds a predetermined threshold value. | 11-04-2010 |
20100285876 | GAME DEVICE, OBJECT DISPLAY METHOD IN GAME DEVICE, AND DISPLAY PROGRAM - A game device includes: a plurality of displays | 11-11-2010 |
20100285877 | DISTRIBUTED MARKERLESS MOTION CAPTURE - Systems and methods for performing remote markerless motion capture to drive 3D animations in real time in accordance with embodiments of the invention are described. One embodiment of the invention includes an optical device connected to a data acquisition device, where the combination of the optical device and the data acquisition device is configured to perform markerless motion capture, and a server system configured to communicate with the data acquisition device via the Internet. In addition, the server system is configured to receive motion capture data from the data acquisition device, and the server system is configured to generate motion data to animate a 3D character model based upon the received motion capture data. | 11-11-2010 |
20100292004 | GAME APPARATUS, GAME PROGRAM AND INFORMATION RECORDING MEDIUM - It is an object of the present invention to provide a game apparatus capable of image processing with effective use of having a plurality of screens. The game apparatus according to the present invention has a specific object display controller. The game apparatus according to the present invention executes the processing of displaying a specific object in a 3D game space on one display screen and hiding it on the other display screen. This enables effective use of having a plurality of screens and the image processing that attracts users. | 11-18-2010 |
20100304862 | COLLECTABLE CARD-BASED GAME IN A MASSIVELY MULTIPLAYER ROLE-PLAYING GAME THAT PRESENTS REAL-TIME STATE INFORMATION - This disclosure generally describes a massively multiplayer online role playing game (MMORPG) or, more specifically, a card-based MMORPG that enables characters in a virtual world to collect cards representing specified actions or powers and presents three-dimensional (3D) elements to players representing one or more aspects associated with the characters and environment. This 3D display can, in one implementation, offer a real-time combat engine that processes the card-based events. The 3D display may also offer hanging effects that dynamically present state information associated with the respective character. Further, the MMORPG may offer a real-time responsive and flexible chat management system. | 12-02-2010 |
20110028212 | Computerized Imaging of Sporting Trophies and Method of Providing a Replica - Methods are disclosed for providing replicas of a sporting trophy and for scoring the sporting trophy. The first method includes providing a sporting trophy to be scanned, scanning the sporting trophy to provide three-dimensional image data of the sporting trophy, and providing the three-dimensional image data of the sporting trophy to a replica generating system to provide a replica of the sporting trophy. The second method includes providing three-dimensional digital data of a sporting trophy having a volume and a surface area, providing at least one sporting-relevant measurement based on the three-dimensional data of the sporting trophy, and providing a score of the sporting trophy based on the at least one sporting-relevant measurement. | 02-03-2011 |
20110034246 | SYSTEM AND METHOD FOR A TWO DIMENSIONAL TO THREE DIMENSIONAL GAME TRANSFORMATION - The present invention relates to a system and a method for generating three dimensional games or puzzles and in particular, to such a system and method in which two dimensional games or puzzle are converted into three dimensional versions of the same game or puzzle. | 02-10-2011 |
20110045906 | Gaming Method and Apparatus for Facilitating a Game Involving 2D and 3D Play Areas - Various embodiments are disclosed concerning games that use both 2D and 3D play areas. Various embodiments concern representing a 3D structure composed of a plurality of 3D shapes having a plurality of faces, presenting a plurality of elements, marking the plurality of faces and the elements, identifying a first set of one or more combinations of corresponding markings, moving the shapes of the three dimensional structure relative to the elements, and identifying a second set of one or more combinations of corresponding markings, each of the combinations of corresponding markings from the first set and the second set composed of markings from at least one of the elements and multiple faces of the shapes. | 02-24-2011 |
20110065506 | MEGA-MESH SCULPTING FOR ENVIRONMENTS - A method for sculpting a three-dimensional, graphical environment. The method comprises receiving structure data that structurally defines the graphical environment at a first resolution, and storing composite data based on the structure data received. The composite data includes a first subset defining the graphical environment at the first resolution. The method further comprises exporting section-localized data based on the composite data, the section-localized data defining a section of the graphical environment at least structurally, and receiving refined section-localized data defining a section of the graphical environment at a second resolution finer than the first resolution. The method further comprises augmenting the composite data to include a second subset, which, in combination with the first subset, defines at least the section at the second resolution, according to the refined section-localized data received. | 03-17-2011 |
20110077080 | 3D Gaming client for interactive musical video games inventor(s) - A 3D gaming client in a mobile phone supporting interactive musical video games. Based on beats in an audio input, visual artifacts are created/and presented to the user in a 3D gaming environment. More than one virtual toy character may optionally be employed by the user to navigate and plan a musical video game as the audio input is played. As the user listens to beats of the musical source, the user's selected character(s) in the 3D gaming space encounters corresponding visual artifacts in the 3D visual space. Thus, the user visually experiences the beats/musical frequencies as dynamically created visual artifacts in a 3D environment, and plays a game by navigating to various points in the displayed 3D environment and by navigating over/around the visual artifacts for the musical frequencies encountered. | 03-31-2011 |
20110098113 | SYSTEMS AND METHODS FOR PORTABLE ANIMATION RIGS - One embodiment of the present invention sets forth a technique for transporting both behavior and related geometric information for an animation asset between different animation environments. A common virtual machine specification with a specific instruction set architecture is defined for executing behavioral traits of the animation asset. Each target animation environment implements the instruction set architecture. Because each virtual machine runtime engine implements an identical instruction set architecture, animation behavior can identically reproduced over any arbitrary platform implementing the virtual machine runtime engine. Embodiments of the present invention beneficially enable reuse of animation assets without compatibility restrictions related to platform or application differences. | 04-28-2011 |
20110212777 | Game device enabling three-dimensional movement - The present invention primarily includes a main game machine, a remote control signal transmitter and a video display unit, in which the main game machine is structured from a microprocessor, a memory and a wireless transceiver. The main game machine is thin and small in size, and is directly inserted into an Input/Output interface slot of the display unit, Distance and position of signals received by the wireless transceiver are measured, and then analyzed by a calculating machine and transmitted to the video control device, thereby enabling an operator to direct view animated images on a screen. Furthermore, a screen device can be directly disposed on the remote control signal transmitter. | 09-01-2011 |
20110237331 | ENTERTAINMENT DEVICE AND METHOD OF INTERACTION - A method of interaction for an augmented reality environment comprises the steps of capturing an image of a drawn picture comprising one or more drawn shapes, identifying the or each respective drawn shape as corresponding to a component of an archetypal model and generating a three dimensional virtual model representing the archetypal model using generation rules associated with the archetypal model, wherein components of the three dimensional virtual model generated from components of the archetypal model corresponding to the or each respective drawn shape have the appearance of the or each respective drawn shape. | 09-29-2011 |
20110244961 | APPARATUS AND METHOD FOR MANAGING OPERATIONS OF ACCESSORIES IN MULTI-DIMENSIONS - A system that incorporates teachings of the present disclosure may include, for example, a method for presenting in a graphical user interface a plurality of associable three-dimensional (3D) actions and a plurality of accessories having distinct operational functions, receiving a request to associate one of the plurality of 3D associable actions with an input function of a select one of the plurality of accessories, associating the 3D action with the input function of the selected accessory, monitoring the selected accessory for a stimulation of the input function, and transmitting the 3D action responsive to detecting the stimulation of the input function. Additional embodiments are disclosed. | 10-06-2011 |
20110281648 | PLACEMENT OF USER INFORMATION IN A GAME SPACE - The generation, association, and display of in-game tags are disclosed. Such tags introduce an additional dimension of community participation to both single and multiplayer games. Through such tags, players are empowered to communicate through filtered text messages and images as well as audio clips that other game players, including top rated players, have generated and placed at particular coordinates and/or in context of particular events within the game space. The presently described in-game tags and associated user generated content further allow for label based searches with respect to game play. | 11-17-2011 |
20110300936 | GAME APPARATUS, GAME PROGRAM AND GAME SYSTEM - A game apparatus generates control point data for forming a contour of each part of a character, generates a line model of a body being a line polygon model along the body on the basis of the control point data, then generates a line model of a foot being a line polygon model along a contour of one foot, and arranged at the back of the line model of the body Bd in a Z direction, and generates a mask model of the body being a transparent polygon model arranged at the back of the line model of the body in the Z direction and in front of the line model of the foot in the Z direction, and having the contour along the line of the body. Then, when the respective models are depicted with a Z comparison performed after depicting a background, the mask model of the body, the line model of the foot, the line model of the body are depicted in this order. | 12-08-2011 |
20110306417 | 2D IMPOSTERS FOR SIMPLIFYING PROCESSING OF PLURAL ANIMATION OBJECTS IN COMPUTER GRAPHICS GENERATION - The technology herein involves use of 2D imposters to achieve seemingly 3D effects with high efficiency where plural objects such as animated characters move together such as when one character follows or carries another character. A common 2D imposter or animated sprite is used to image and animate the plural objects in 2D. When the plural objects are separated in space, each object can be represented using its respective 3D model. However, when the plural objects contact one another, occupy at least part of the same space, or are very close to one other (e.g., as would arise in a situation when the plural objects are moving together in tandem), the animation system switches from using plural respective 3D models to using a common 2D model to represent the plural objects. Such use of a common 2D model can be restricted in some implementations to situations where the user's viewpoint can be restricted to be at least approximately perpendicular to the plane of 2D model, or the 2D surface on which the combined image is texture mapped can be oriented in response to the current virtual camera position. | 12-15-2011 |
20110312416 | CREATING A TUNNEL BETWEEN VIRTUAL UNIVERSES - Embodiments of this invention create a mechanism for visual and other communication between two or more separate/distinct 3-dimensional virtual universes (VUs) akin to a “wormhole” or “tunnel”. Additionally, embodiments of the present invention allow a mechanism for a player to walk through such a tunnel, logging out from a first VU and logging into a second VU. Embodiments of the present invention utilize streaming video abilities in both virtual universes and the capability to capture output in a useable format and convert to a d streaming video standard. | 12-22-2011 |
20110319164 | GAME CONTROL PROGRAM, GAME DEVICE, AND GAME CONTROL METHOD ADAPTED TO CONTROL GAME WHERE OBJECTS ARE MOVED IN GAME FIELD - In a game device, a game control unit arranges an object in a three-dimensional space provided in a game field. A temperature-distribution simulator simulates a physical phenomenon on a two-dimensional plane, onto which a three-dimensional space is projected, in reference to a distribution-data storage unit. The game control unit applies the simulated physical phenomenon on an object in the three-dimensional space. A mycelial-growth simulator similarly simulates a physical phenomenon on a two-dimensional plane. | 12-29-2011 |
20120040755 | INTERACTIVE VIDEO BASED GAMES USING OBJECTS SENSED BY TV CAMERAS - A method and apparatus for interactive TV camera based games in which position or orientation of points on a player or of an object held by a player are determined and used to control a video display. Both single camera and stereo camera pair based embodiments are disclosed, preferably using stereo photogrammetry where multi-degree of freedom information is desired. Large video displays, preferably life-size may be used where utmost realism of the game experience is desired. | 02-16-2012 |
20120058823 | INFORMATION STORAGE MEDIUM AND IMAGE GENERATION DEVICE - An image generation device includes a capture direction specifying section, a capture target specifying section, a marker placement control section that disposes a marker at the capture point, and an image generation section, the capture target specifying section determining whether or not the capture target is present in the capture direction, and specifying the capture target when the capture target is present, and the marker placement control section performing a depth value correction process that corrects the depth value of the capture point when a transition has occurred from a state in which the capture target is present to a state in which the capture target is not present. | 03-08-2012 |
20120088581 | 3-D GLASSES WITH CAMERA BASED HEAD TRACKING - Methods, devices, and systems, are described for tracking a video game player's head under different ambient lighting conditions and switching between tracking techniques as lighting conditions change. Based on measurements of ambient lighting conditions, a camera hooked to a game console can ( | 04-12-2012 |
20120115605 | SYSTEMS AND METHODS FOR INVERSE FRANCHISING OF VIRTUAL CHARACTERS - The invention provides a method of providing virtual gameplay with a virtual character in a game environment. A character customization facility is provided within the game environment in which a player can set or select starting attributes for a virtual character, and set or select a graphical avatar of the virtual character. Related gameplay statistics and accumulated gameplay property are stored for the virtual character. The player selects which elements of the starting attributes, the graphical avatar, the gameplay statistics and the gameplay property should be signature elements transferrable with the virtual character beyond the first game in the game environment. Supported signature elements are carried over to a second game. | 05-10-2012 |
20120115606 | GAMING DEVICE AND METHOD INCORPORATING DEPICTION OF 3-D OBJECTS - A gaming device may comprise a display for displaying a game outcome. The display may depict a plurality of three-dimensional display objects, such as cubes, each having a number of display faces bearing gaming symbols. The game may comprise a number of turns. For each turn, the display objects are reoriented, for example by rotating the display objects about at least two axes, to display a set of surfaces of the display objects, e.g. the forward facing surfaces. Winning outcomes can be formed by matching symbols on adjacent display objects. The process of reorientation and display may continue for the number of turns of the game. Display surfaces that have been displayed in a turn may be indicated as ineligible for subsequent turns. The display objects can be transparent or translucent so that a player can see all gaming symbols on the display object. | 05-10-2012 |
20120115607 | GAMING MACHINE RUNNING COMMON GAME - A plurality of gaming terminals | 05-10-2012 |
20120122576 | SMART SHELL TO A GAME CONTROLLER - Devices, systems, and methods of use are presented for a smart shell that can be fitted by an end user to a video game controller that routes signals from various buttons or other sensors on the smart shell to a video game console. Signals can flow from the video game console back to the shell to operate tactile feedback motors, lights, or speakers. The smart shell can be clipped to the game controller by the end user and released after a game is played. The smart shell can be in the shape of a gun with sensors to determine which grips are being held and a sensor to determine if a player is holding the gun's scope to his face. Logic using the three sensors can robustly determine whether the user is holding the gun as a pistol, machine gun, or a sniper rifle, and can reflect the player's choice of style in the video game. | 05-17-2012 |
20120142414 | INFORMATION PROCESSING DEVICE, METHOD OF CONTROLLING AN INFORMATION PROCESSING DEVICE, AND NON-TRANSITORY INFORMATION STORAGE MEDIUM - An information processing device, which displays an image on a display screen based on a viewing field set in a two-dimensional image or a virtual three-dimensional space, includes: a contact point information obtaining unit for obtaining contact point information which indicates a point of contact with the display screen; a first display control unit for displaying the image on the display screen by moving the viewing field in a reference direction in a case where a contact point shift direction corresponds to the reference direction; and a second display control unit for displaying the image on the display screen after the contact with the display screen is broken off, by setting a position of the viewing field based on the contact point shift direction that is observed prior to the breaking off of the contact. | 06-07-2012 |
20120157203 | SKELETAL CONTROL OF THREE-DIMENSIONAL VIRTUAL WORLD - A virtual skeleton includes a plurality of joints and provides a machine readable representation of a human target observed with a three-dimensional depth camera. A relative position of a hand joint of the virtual skeleton is translated as a gestured control, and a three-dimensional virtual world is controlled responsive to the gestured control. | 06-21-2012 |
20120196677 | IMAGE INTEGRATION, MAPPING AND LINKING SYSTEM AND METHODOLOGY - An adapter interface apparatus has a user input device and an associated video display. The user selects a distinguishable visual image representation for association into an audiovisual presentation, such as where that user is identified. For example, color, size graphics or shape can be used to distinguish users. In one embodiment a digitized image of each user's face is used as the distinguishable representation. Alternatively, the user can create an original image or select one of a predetermined set of visual images as the user's identification for use in the audiovisual presentation. In one embodiment, the adapter interface is coupled to an audiovisual presentation system and a storage card containing User Images. The adapter interface system integrates a selected User Image from the Storage Card into the audiovisual presentation. | 08-02-2012 |
20120220371 | WAGERING GAME WITH MULTIPLE VIEWPOINT DISPLAY FEATURE - A gaming system for conducting a wagering game includes an input device for receiving a wager to play a wagering game. The gaming system further includes at least one display for displaying a plurality of game elements. The at least one display is adapted to display a first three-dimensional view of the plurality of game elements from a first viewpoint and a second three-dimensional view of at least one of the plurality of game elements indicating a randomly-selected outcome from a second viewpoint. The first three-dimensional view and the second three-dimensional view are rendered in real-time. | 08-30-2012 |
20120231886 | INTEGRATING WAGERING GAMES AND ENVIRONMENTAL CONDITIONS - A wagering game system and its operations are described herein. In embodiments, the operations can include detecting characteristics of at least one environmental condition in an external environment that is external to a wagering game machine in a casino (e.g., detect activity that occurs in the casino, detect appearance of people and objects in the casino, detect light and sound events, etc.). The operations can further include generating an animated wagering game effect in a wagering game animation, using the detected characteristics of the environmental condition. The animated wagering game effect can affect one or more wagering game objects within the wagering game animation in a way that emulates the environmental condition. | 09-13-2012 |
20120238365 | VIDEO GAME HARDWARE SYSTEMS AND SOFTWARE METHODS USING PHYSICAL OBJECTS FOR IMMERSIVE INTERACTIONS WITH VIDEO GAMES - Player may manipulate a physical cube or polygon directly identifying its actions performed on 3-axis in physical space with the corresponding actions performed on 3-axis in the virtual space by moving a solid, a polygon or a similar shape displayed on screen or monitor. | 09-20-2012 |
20120244942 | 3D Sports Playbook - This document generally describes techniques, methods, systems, and computer program products for providing a three-dimensional (“3D”) sports playbook. Such a playbook may permit someone like a football, basketball, or soccer coach to see a play executed in a classic X's and O's overhead two-dimensional (“2D”) view, and also in a 3D view. | 09-27-2012 |
20120258796 | INPUT SYSTEM, INFORMATION PROCESSING DEVICE, STORAGE MEDIUM STORING INFORMATION PROCESSING PROGRAM, AND THREE-DIMENSIONAL POSITION CALCULATION METHOD - An example input processing system includes a controller device and an information processing device. The controller device transmits data representing an input position on a predetermined input surface and a detection result of an inertia sensor unit to the information processing device. The information processing device calculates an attitude of the controller device based on the detection result of the inertia sensor unit, and sets a predetermined surface in a virtual space so that an attitude of the predetermined surface changes in accordance with the attitude of the controller device. A first image representing an area in the virtual space including a position of the surface is displayed on a predetermined display device. The information processing device calculates, as a position in the virtual space, a position on the surface determined by the input position. | 10-11-2012 |
20120264514 | ELECTRONIC DEVICE AND THREE-DIMENSIONAL EFFECT SIMULATION METHOD - An electronic device includes a three-dimensional (3D) effect simulation unit. The unit sets an initial position of a virtual camera that tracks 3D game scenes of a 3D game in 3D space and a viewpoint position of a user, and determines an initial sightline direction of the user according to the initial position and the viewpoint position. An object represented by two-dimensional (2D) graphics is placed in the 3D scenes, where a plane of the 2D graphics is vertical to the initial sightline direction of the user. The simulation unit determines a current sightline direction of the user according to a current position of the virtual camera and the viewpoint position, and adjusts view of the plane of the 2D graphics representing the object to be vertical to the current sightline direction of the game player. | 10-18-2012 |
20120264515 | 3D VIDEOGAME SYSTEM - A 3D videogame system capable of displaying a left-right sequences through a different, independent VGA or video channel, with a display device sharing a memory in an immerse manner. The system has a videogame engine controlling and validating the image perspectives, assigning textures, lighting, positions, movements and aspects associated with each object participating in the game; creates left and right backbuffers, creates images and presents the information in the frontbuffers. The system allows handling the information of data associated to the xyz coordinates of the object's image in real-time, increases the RAM for the left-right backbuffer, with the possibility to discriminate and take the corresponding backbuffer, whose information is sent to the frontbuffer or additional independent display device sharing a memory in an immerse manner. | 10-18-2012 |
20120270652 | SYSTEM FOR SERVICING GAME STREAMING ACCORDING TO GAME CLIENT DEVICE AND METHOD - Disclosed is a system for servicing game streaming, including: a server for servicing streaming game configured to receive game input data and hardware performance information from a user terminal device and service video streaming or merging streaming coupling the video streaming and graphics streaming according to the received performance of the user terminal device; and a database configured to store a background screen and characters for a game streaming service of the server for servicing streaming game. | 10-25-2012 |
20120289333 | GAME MACHINE, GAME MACHINE CONTROL METHOD, AND INFORMATION STORAGE MEDIUM - A game machine provides for a game player to relatively readily determine the position of a teammate player object. A position announcing sound data storage unit stores position announcing sound data in association with a relative position condition concerning the relative position of the teammate player object relative to the position and reference direction of the operation target player object. A relative position determination unit determines whether the relative position of the teammate player object selected by the position announcement target selection unit, relative to the position and reference direction of the operation target player object, satisfies the relative position condition associated with the position announcing sound data. A position announcing sound output control unit controls a sound output unit to output a sound based on the position announcing sound data associated with the relative position condition determined by the relative position determination unit as satisfying the relative position condition. | 11-15-2012 |
20120329558 | METHOD AND APPARATUS FOR USING A COMMON POINTING INPUT TO CONTROL 3D VIEWPOINT AND OBJECT TARGETING - A computer graphics display system such as a video game system provides virtual camera 3-D viewpoint panning control based on a pointer. When the pointer is displayed within a virtual camera panning control region, the system automatically pans the virtual camera toward the pointer. When the pointer is displayed within a different region, panning is deactivated and the user can freely move the cursor (e.g., to control the direction a weapon is pointed) without panning the virtual camera viewpoint. Flexible viewpoint control and other animated features are provided based on a pointing device such as a handheld video game optical pointing control. Useful applications include but are not limited to first person shooter type video games. | 12-27-2012 |
20130012315 | System and Method of Identifying Concealed Objects Using Anthropomorphic Display - A system and method of identifying concealed objects using an anthropomorphic display is disclosed. In a particular embodiment, the method includes displaying a software 3-D avatar on a visual display when an individual is detected within a scanning area, where the 3-D avatar is an anthropomorphic representation of the individual. The method also includes scanning the individual with a plurality of concealed object detection sensors viewing the scanning area and identifying at least one area on the individual in response to detecting a concealed object on the individual, where the at least one area in which the concealed object is detected on the individual is visually indicated at a corresponding location on the software 3-D avatar with a computer generated highlight. In addition, the software 3-D avatar is dimmed, modified with text, graphics, colors, textures, opacity, transparency, or any combination thereof, when no individuals are detected in the scanning area. | 01-10-2013 |
20130012316 | METHOD OF GAMING, A GAMING SYSTEM, AND A GAME CONTROLLER - A method of gaming includes generating a game outcome. The method also includes determining whether the game outcome includes a win outcome. The method further includes providing a three-dimensional representation of an object having a plurality of win outcome modifiers thereon. Additionally, the method includes controlling display of the object in response to a modification condition being met, such that the object is displayed as rotating and the axis around which it rotates changes at least once prior to the object stopping and such that after stopping, the selected modifier of the plurality of modifiers which is to be applied is apparent from the display. The method includes modifying the win outcome with the selected modifier. | 01-10-2013 |
20130012317 | 3-D REELS AND 3-D WHEELS IN A GAMING MACHINE - A gaming machine is configured to receive a request for a location of at least one player of at least one gaming device, determine the location of the at least one player; and present on a display of the gaming machine, location information including the determined location of the at least one player. Where the gaming machine is located within a casino, the gaming machine may further be configured to present, on the display, a 3D virtual gaming environment which is a model of the casino. | 01-10-2013 |
20130023342 | CONTENT PLAYING METHOD AND APPARATUS - A method and apparatus for realistically playing content stimulating sight and hearing senses of a user corresponding to a location of the user, by determining a first location of a user, mapping a content space displayed on a display unit corresponding with an actual space in which the user is positioned based on the first determined location, determining a virtual viewpoint in the content space corresponding to a second location of the user, and playing content corresponding to the determined virtual viewpoint. | 01-24-2013 |
20130072299 | THREE-DIMENSIONAL MOTION MAPPING FOR CLOUD GAMING - Three-dimensional motion mapping is disclosed. A reverse three-dimensional transform for a set of anchor pixels in the current frame is performed using a model-view matrix, a projection matrix, and view parameters associated with the computer game. Reverse transformed anchor pixels are indicated as occluded if the estimated depth for the pixel in the previous frame is greater than a real depth for the pixel in the previous frame or otherwise indicated as visible. A motion vector map for a subset of the reverse transformed pixels is constructed. A best target motion vector for a first set of sections in the current frame is derived or motion estimation is performed for sections in a second set that contain occluded pixels. Target motion vectors for groups of two or more sections of the current frame comprising two or more adjoining sections each with best target motion vectors are derived. | 03-21-2013 |
20130072300 | PROGRAM, GAME DEVICE AND METHOD OF CONTROLLING THE SAME - A program executed in a game device causes a controller to move a plurality of operated characters in a virtual three-dimensional space in accordance with operation signals; decide a moving direction of a field-of-view range; set a screen end of a display screen of a game image on the opposite side of the moving direction of the field-of-view range; generate, if a first operated character is located at a predetermined point outside the screen end, an operation event for receiving a specific operation from an operation unit operating the first operated character; and move, if the specific operation is received when the operation event is generated, at least a second operated character in the plurality of operated characters toward a position of the first operated character. The second operated character is closest to a screen end of the game image in the moving direction of the field-of-view range. | 03-21-2013 |
20130090167 | GATHERING PATH DATA FROM A MASSIVELY MULTIPLAYER ON-LINE ROLE-PLAYING GAME - Technologies are generally disclosed for gathering path data from a massively multiplayer on-line role-playing game to determine a path through a mapping plane that may be a real-world or virtual-world representation. | 04-11-2013 |
20130095924 | ENHANCING A SPORT USING AN AUGMENTED REALITY DISPLAY - Technology is described for providing a personalized sport performance experience with three dimensional (3D) virtual data displayed by a near-eye, augmented reality display of a personal audiovisual (A/V) apparatus. A physical movement recommendation is determined for the user performing a sport based on skills data for the user for the sport, physical characteristics of the user, and 3D space positions for at least one or more sport objects. 3D virtual data depicting one or more visual guides for assisting the user in performing the physical movement recommendation may be displayed from a user perspective associated with a display field of view of the near-eye AR display. An avatar may also be displayed by the near-eye AR display performing a sport. The avatar may perform the sport interactively with the user or be displayed performing a prior performance of an individual represented by the avatar. | 04-18-2013 |
20130116049 | TIME-OF-FLIGHT CAMERA WITH GUIDED LIGHT - A time-of-flight 3D camera and related method for illuminating a camera field of view and capturing return image light are disclosed herein. In one example, the time-of-flight 3D camera includes a light source that emits source light along an optical axis, and a collimator that receives and collimates the source light to create collimated light. A refractive diffuser is tuned to the camera field of view and receives and diffuses the collimated light to create refracted light having a varying intensity profile. The refractive diffuser guides the refracted light to illuminate the camera field of view to reduce wasted source light. | 05-09-2013 |
20130123013 | PROJECTION OF INTERACTIVE GAME ENVIRONMENT - The projection of an interactive game environment image on one or more surfaces. The interactive game environment image may be a three dimensional image, or may be two dimensional. Data is received that represents virtual objects that are spatially positioned in virtual space. An image is then projected on the substantially horizontal surface that includes a visual representation of all or a portion of the virtual space including one or more of the virtual objects. The system may then detect user interaction with the projected visualized representation of the virtual space, and in response thereto, change the projected visualized representation. | 05-16-2013 |
20130150159 | Method and Apparatus for Tracking of a Subject in a Video Game - Method, computer program and system for tracking movement of a subject. The method includes receiving data from a distributed network of camera sensors employing one or more emitted light sources associated with one or more of the one or more camera sensors to generate a volumetric three-dimensional representation of the subject, identifying a plurality of clusters within the volumetric three-dimensional representation that correspond to motion features indicative of movement of the motion features of the subject, presenting one or more objects on one or more three dimensional display screens, and using the plurality of fixed position sensors to track motion of the motion features of the subject and track manipulation of the motion features of the volumetric three-dimensional representation to determine interaction of one or more of the motion features of the subject and one or more of the one or more objects on the three dimensional display. | 06-13-2013 |
20130150160 | Method and Apparatus for Tracking of a Plurality of Subjects in a Video Game - Method, computer program and system for tracking movement of a subject. The method includes receiving data from a distributed network of camera sensors employing one or more emitted light sources associated with one or more of the one or more camera sensors to generate a volumetric three-dimensional representation of the subject, identifying a plurality of clusters within the volumetric three-dimensional representation that correspond to motion features indicative of movement of the motion features of the subject, presenting one or more objects on one or more three dimensional display screens, and using the plurality of fixed position sensors to track motion of the motion features of the subject and track manipulation of the motion features of the volumetric three-dimensional representation to determine interaction of one or more of the motion features of the subject and one or more of the one or more objects on the three dimensional display. | 06-13-2013 |
20130157763 | GAME CONTROLLER - An apparatus generally directed to controlling a video game. The apparatus preferably includes a tablet computer, an electronic game communicating with the tablet computer, and an input device for controlling movement of a virtual object provided by the electronic game. Preferably, the input device includes a pair of opposing side structures adjacent opposing sides of plurality of sides of the tablet computer. The input device further preferably includes a plurality of input switches, wherein said input switches are adjacent each of the at least two opposing sides of the plurality of sides of the tablet computer, and a bridge structure disposed between the pair of sides to form a three sided structure. The third structure mitigates inadvertent removal of the tablet computer from the three sided structure when the tablet computer is fully nested within the three sided structure. | 06-20-2013 |
20130165225 | NATURAL USER INPUT FOR DRIVING INTERACTIVE STORIES - A system and method are disclosed for combining interactive gaming aspects into a linear story. A user may interact with the linear story via a NUI system to alter the story and the images that are presented to the user. In an example, a user may alter the story by performing a predefined exploration gesture. This gesture brings the user into the | 06-27-2013 |
20130172083 | APPARATUS, METHOD AND COMPUTER READABLE STORAGE MEDIUM FOR COLLECTING DOOBERS IN AN ELECTRONIC GAME - An apparatus, method and computer-readable storage medium for efficiently collecting doobers. A game window may be presented in a graphical user interface on a display device. The game window may include a game character associated with a first player, regions and objects within the regions. The character may move within the regions and interact with the objects. One or more doobers may be presented in the game window, and the doober(s) may be marked as collected by the first player in response to one or more inputs to the graphical user interface by the first player. The doober(s) may be marked as collected if an input moves a cursor within a particular distance from the doober(s). | 07-04-2013 |
20130178286 | TABLET COMPUTER WITH GRIP RAIL AND GAME CONTROLLER - An apparatus generally directed to controlling a video game. The apparatus preferably includes a tablet computer, an electronic game communicating with the tablet computer, and an input device for controlling movement of a virtual object provided by the electronic game. Preferably, the input device includes a pair of opposing side structures adjacent opposing sides of plurality of sides of the tablet computer. The input device further preferably includes a plurality of input switches, wherein said input switches are adjacent each of the at least two opposing sides of the plurality of sides of the tablet computer, and a bridge structure disposed between the pair of sides to form a three sided structure. The third structure mitigates inadvertent removal of the tablet computer from the three sided structure when the tablet computer is fully nested within the three sided structure. | 07-11-2013 |
20130178287 | HUMAN-COMPUTER INTERFACE SYSTEM HAVING A 3D GAZE TRACKER - An apparatus for interfacing a person with a computer, the apparatus comprising a gaze tracker having a 3D camera and a picture camera that image the person and a controller that processes images acquired by the cameras to determine a gaze direction and point of regard of the person. | 07-11-2013 |
20130190087 | THREE DIMENSIONAL OPERATIONS IN AN ISOMETRIC PROJECTION - A system, computer-readable storage medium storing at least one program, and a computer-implemented method for providing three-dimensional operations in an isometric projection are presented. A graphical user interface may be presented to a user that presents an isometric projection of a virtual environment. A placement event corresponding to a user initiating a placement of a game object within the virtual environment may then be detected. The game object may be modeled with a two-dimensional model. Selection coordinates associated with the placement event are then obtained. Using the selection coordinates, it may be determined that the user selected one of a plurality of surface areas of an existing game object. Then, the game object is then inserted within the virtual environment relative to the one of the plurality of surface areas of the existing game object. | 07-25-2013 |
20130217496 | Dynamic Game System And Associated Methods - Dynamic game system and associated methods provide a three dimensional dynamic environment for a game or simulation. The dynamic game system includes a controller for generating a dynamic image for the dynamic environment and a flexible game board, in communication with the controller, for displaying the dynamic image. The game board is flexible and provides depth to the three dimensional environment. The controller automatically zooms the dynamic image in and out between detail levels of the game. | 08-22-2013 |
20130225293 | SYSTEM AND METHOD FOR EFFICIENT CHARACTER ANIMATION - A system and method for producing realistic computer character based animation, for example for computer games, by decomposing each character into a plurality of elements, preparing low resolution approximations of at least some elements for constructing a three dimensional approximation of the character and then applying and transforming one or more sprites to the approximations of the elements. | 08-29-2013 |
20130231184 | IMAGE DISPLAY DEVICE, COMPUTER READABLE STORAGE MEDIUM, AND GAME CONTROL METHOD - An image display device of an embodiment includes an image display means for displaying a parallax image on a display screen, a first coordinate calculating means for calculating virtual spatial coordinates of a stereoscopic image recognized by a viewer of the parallax image, a second coordinate calculating means for calculating spatial coordinates of an operating body to be operated by the viewer, and an event generating means. The event generating means generates a certain event accompanying a change of at least one of the parallax image or an image on the display screen other than the parallax image when a distance between the spatial coordinates of at least one point of the stereoscopic image calculated by the first coordinate calculating means and the spatial coordinates of at least one point of the operating body calculated by the second coordinate calculating means is equal to or less than a certain threshold. | 09-05-2013 |
20130252732 | INTERACTIVE HIGH DEFINITION TV WITH USER SPECIFIC REMOTE CONTROLLERS AND METHODS THEREOF - Systems and methods for downloading and playing a game program on a high definition television set. The game is controlled by at least one remote controller that can be the TV manufacturer provided remote controller, cell phones, tablet devices and/or the like. The remote controller can include its own one or more displays to display information related to the game, including, for example, a figure of the game, imagery and data relating to a particular point of view including a perspective view of the player operating the remote controller, and an overview of a portion of a game space surrounding the player operating the remote control. The one or more displays can be implemented as portions of a single physical display, as separate displays on the same remote controller, or on multiple remote controllers that are physically coupled together or that are in communication with each other. | 09-26-2013 |
20130260885 | ENTERTAINMENT SYSTEM AND METHOD OF PROVIDING ENTERTAINMENT - In order to allow the simultaneous 3D tracking of a large number of players in an entertainment system, the system includes a server computer, a plurality of client computers each connected to the server computer via a data communication network, a plurality of 3D scanners connected to each client computer, each 3D scanner continuously captures 3D data of at least one player and transmits the 3D data to the client computer. Each client computer includes a data processor for subjecting the 3D data to a motion analysis including a feature extraction of a plurality of characteristic body parts per player thereby obtaining user body motion tracking data of the player. The server computer includes a processor for comparing the user body motion tracking data from each player with reference body motion tracking data, thereby obtaining matching quality data for each player. | 10-03-2013 |
20130267317 | CONTROLLING THREE-DIMENSIONAL PRESENTATION OF WAGERING GAME CONTENT - Some embodiments of the inventive subject matter are directed to presenting wagering game content in stereoscopic 3D according to an optimal autostereoscopic view for an autostereoscopic display based on a viewing perspective of a player when the player views the wagering game content. Some embodiments are also directed to determining that the player looks away from the wagering game content and maintaining, or freezing, presentation of wagering game content in 3D according to the optimal autostereoscopic view. Some embodiments are directed to updating the optimal autostereoscopic view based on changes to the viewing perspective while the player looks away from the wagering game content. Some embodiment are also directed to changing the presentation of the wagering game content to 2D, and restoring the one or more portions to 3D based on a degree of player attentiveness after the player looks at the wagering game content again. | 10-10-2013 |
20130267318 | ADVANCED VIDEO GAMING METHODS FOR EDUCATION AND PLAY USING CAMERA BASED INPUTS - This application discloses active movement based and other video games which may be played over the internet as well in the home or elsewhere. One or two or more persons can play, generally using one or more cameras to determine the relation of an object or a part of a person to a video display on which game related graphics are displayed. Determination of object position and orientation in up to 6 degrees of freedom is disclosed, at data rates sufficient to make game play rewarding. | 10-10-2013 |
20130296055 | Systems for Using three-dimensional object as controller in an Interactive Game - A system for initiating and using a three-dimensional object as a controlling device when interfacing with a computer system used for interactive video game play is provided. One example system includes an interface for receiving data from a capturing device of a three-dimensional space and storage coupled with computer system. The computer system provides data to a screen and receiving user input to obtain geometric parameters of the three-dimensional object and assign actions to be performed with the three-dimensional object when moved or placed in positions in front of the capture device during interactive video game play. The geometric parameters and the assigned actions being saved to a database on the storage for access during interactive video game play or future interactive sessions. | 11-07-2013 |
20130303284 | WAGERING GAME SYSTEM WITH STEREOSCOPIC 3-D GRAPHICS - This document describes techniques for processing graphics in wagering game systems. Some embodiments of the inventive subject matter use stereoscopic 3-D graphics and 2-D graphics to present composite images including multiple views of a virtual 3-D wagering game environment. Such embodiments present the composite images on stereoscopic 3-D devices. | 11-14-2013 |
20130303285 | APPARATUS AND METHOD FOR AUGMENTED REALITY - A method of incorporating an augmented reality video image into a virtual environment comprises detecting a state of a real-world control object captured in a video image and augmenting the video image responsive to the state of the control object. The method further includes calculating trajectory parameters for an action with respect to a local co-ordinate system of the video image, responsive to the state of the control object, and embedding the augmented video image within a 3D virtual environment. The method also includes calculating the trajectory parameters for the action with respect to a local co-ordinate system of the 3D virtual environment, and rendering a graphical effect corresponding to the action within the 3D virtual environment. | 11-14-2013 |
20130337916 | COMPANION GAMING EXPERIENCE SUPPORTING NEAR-REAL-TIME GAMEPLAY DATA - A companion gaming experience is associated with a particular game title, but a user interface for the companion gaming experience is generated by a separate program from the associated game title and is presented on a device separate from the device on which the game user interface itself is presented. When an associated game of the video game title is not running, the companion gaming experience presents guide information and/or statistics data for the game title. However, when an associated game of the game title is running, the companion gaming experience presents gameplay data for the game in near-real-time. | 12-19-2013 |
20130344960 | Massive Multi-Player Online (MMO) Games Server and Methods for Executing the Same - Video server systems and methods for providing video streams to a plurality of remote clients are described. In one implementation, the video streams are based on game states received from a remote game server. The game states are dependent on game commands received by the video server system from the remote clients and forwarded to the remote game server. The video server system is configured to appear, from the point of view of the game server, as more than one client. For example, the video server system may receive game states from the remote game server at more than one different Internet Protocol address and each of these Internet Protocol addresses may be associated with a different game session. | 12-26-2013 |
20140045593 | VIRTUAL JOINT ORIENTATION IN VIRTUAL SKELETON - A method of modeling a human subject includes receiving from a depth camera a depth map of a scene including the human subject. The human subject is modeled with a virtual skeleton including a plurality of virtual joints. Each virtual joint is defined with a three-dimensional position. Furthermore, each of the plurality of virtual joints is further defined with three orthonormal vectors. The three orthonormal vectors for each virtual joint provide an orientation of that virtual joint at the three-dimensional position defined for that virtual joint. | 02-13-2014 |
20140080605 | AUGMENTED REALITY SYSTEM INDEXED IN THREE DIMENSIONS - A portable computerized device is configured to display a three dimensional graphic. The portable computerized device includes a camera device capturing an image including location data for each of a plurality of tokens. The portable computerized device is configured to display the three dimensional graphic based upon the location data. | 03-20-2014 |
20140179435 | ELECTRONIC GAMING SYSTEM WITH 3D DEPTH IMAGE SENSING - Examples disclosed herein relate to systems and methods, which may receive wagers on one or more paylines. The systems and methods may utilize one or more sensors to obtain scene images. These scene images may be based on 2D data, 3D data, and/or a combination thereof. | 06-26-2014 |
20140179436 | CLIENT SIDE PROCESSING OF GAME CONTROLLER INPUT - Embodiments of the present invention enable rich control input data to control video games that are remotely executed. Rich control input includes three-dimensional image data, color video, audio, device orientation data, and touch input. A remotely-executed video game is one executed on a server or other computing device that is networked to a client device receiving the rich control input. Rich control input includes more data than can be uploaded to a game server without degrading game performance. Embodiments of the present invention preprocess the rich control data on the client and into data that may be uploaded to the game server. The rich input stream may be processed in a general way or in a game-specific way. | 06-26-2014 |
20140200079 | SYSTEMS AND METHODS FOR DIFFERENTIATING BETWEEN DOMINANT AND WEAK EYES IN 3D DISPLAY TECHNOLOGY - A method of displaying visual information to different viewer-eyes includes receiving eye strength data indicative of a deficiency of a weak viewer-eye with respect to a dominant viewer-eye. The method further includes causing a 3D-display system to display a first perspective of an image to the weak viewer-eye and causing the 3D-display system to display a second perspective of the image to the dominant viewer-eye. A difference between the first perspective and the second perspective is a variation of a display characteristic of one of the first and second perspectives where the variation is made in accordance with the indicated deficiency of the weak viewer-eye | 07-17-2014 |
20140200080 | 3D DEVICE AND 3D GAME DEVICE USING A VIRTUAL TOUCH - Provided is a 3D game device using a virtual touch, the three-dimensional game device using a virtual touch includes a 3D game executing unit rendering a 3D stereoscopic game pre-stored in a game database and generating a 3D stereoscopic image regarding the rendered 3D game to provide the 3D stereoscopic image to a display unit, and a virtual touch unit generating spatial coordinate data of a specific point of a user and image coordinate data from a user's viewpoint using the 3D stereoscopic image provided from the display unit and comparing the generated spatial coordinate data and image coordinate data to verify whether or not a specific point of a user contacts or approaches the 3D stereoscopic image and thus recognize a touch of the 3D stereoscopic image. | 07-17-2014 |
20140274391 | DIGITAL INTER-PUPILLARY DISTANCE ADJUSTMENT - Stereoscopic viewing systems may be adjusted for a user's inter-pupillary distance (IPD). Software-generated calibration images may be presented on a display having two optics. One or more settings for presentation of the calibration image are adjusted. The settings are related to an inter-pupillary distance (IPD) of the user. An input is received from a user when the user perceives the calibration image to be acceptable at a particular value of the one or more settings. An IPD value that corresponds to the particular value of the one or more settings is then determined. The determined IPD value is used in presenting subsequent software-generated images with the stereoscopic display. | 09-18-2014 |
20140295970 | MODIFYING PRESENTATION OF THREE-DIMENSIONAL, WAGERING-GAME CONTENT - A wagering game system and its operations are described herein. In some embodiments, the operations can include presenting wagering game content via an autostereoscopic display of a wagering game machine. The operations can further include determining a degree of change in a position of a chair connected to the wagering game machine. In some examples, the change in the position of the chair occurs in accordance with an event from the wagering game content. The operations can further include altering an autostereoscopic presentation of the wagering game content proportional to the change in the position of the chair. | 10-02-2014 |
20140364227 | LOCATING AND ORIENTING DEVICE IN SPACE - Example apparatus and methods concern an improved immersive experience for a video gamer that is provided by controlling a game based on the three dimensional location and orientation of a control and display device held by or otherwise associated with the gamer. The location is determined from data comprising a three dimensional position and an orientation of a portion of a player in a three dimensional space associated with a computerized game. The facing and rotation of the device is determined as a function of both the location of the device and the orientation of the device. The orientation may be determined by data from motion sensors in or on the device. Example apparatus and methods control the computerized game based, at least in part, on the position of the device, the facing of the device, and the rotation of the device. | 12-11-2014 |
20140364228 | SHARING THREE-DIMENSIONAL GAMEPLAY - A method for sharing three-dimensional gameplay of a video game to a social network is provided, the method including: receiving a request to share a recorded gameplay portion to a social network, the recorded gameplay portion defined by three-dimensional recorded video; generating a two-dimensional video clip based on the three-dimensional recorded video; sharing the two-dimensional video clip to the social network. | 12-11-2014 |
20140364229 | Game Apparatus, Storage Medium Storing Game Program and Game Controlling Method - A game apparatus includes a CPU, and images a face image of a player with an inward camera provided between a first LCD and a second LCD according to an instruction from the CPU. The CPU specifies a position of the eyes of the player from the face image, and decides a position of a virtual camera in correspondence to the specified position of the eyes. In a three-dimensional virtual space, a gazing point is fixedly decided, and a game screen is displayed on the first LCD and the second LCD such that the three-dimensional virtual space is fixed with respect to the display surface. If the position of the eyes of the player is in a predetermined position (range) with respect to the display surface, a predetermined letter or the like is represented by a combination of objects, etc. on the game screen. | 12-11-2014 |
20150024847 | TIME-OF-FLIGHT CAMERA WITH GUIDED LIGHT - A gaming system comprising a time-of-flight 3D camera and related method for illuminating a camera field of view and capturing return image light are disclosed herein. In one example, the time-of-flight 3D camera includes a light source configured to emit source light along an optical axis, and a collimator configured to receive and collimate the source light to create collimated light. A refractive diffuser is operable to be tuned to the camera field of view and configured to receive and diffuse the collimated light to create refracted light having a varying intensity profile. The refractive diffuser is further configured to guide the refracted light to illuminate only a portion of the camera field of view to reduce wasted source light. | 01-22-2015 |
20150057082 | Method and System to Create Three-Dimensional Mapping in a Two-Dimensional Game - Natural three-dimensional (x | 02-26-2015 |
20150290545 | INTERACTIVE GAMING TOY - An interactive gaming toy is provided for playing a game having both physical and virtual gameplay elements. The gaming toy comprises a physical toy, such as a toy wand, doll or action figure, having an RFID tag pre-programmed with a unique identifier that identifies the toy within an associated computer-animated game. The RFID tag stores information describing certain attributes or abilities of a corresponding virtual character or object in the computer-animated game. Additional information may be stored on the RFID tag as the corresponding virtual character evolves or changes over time based on player performance and/or gameplay progression. The interactive gaming toy thus allows developed character attributes and the like to be stored and easily transported to other games and compatible gaming platforms. One or more optional auxiliary components may be attached to the gaming toy to selectively create a modified gaming toy having additional desired functionality and/or aesthetics. | 10-15-2015 |
20150314202 | INFORMATION PROCESSING SYSTEM, INFORMATION PROCESSING DEVICE, STORAGE MEDIUM STORING INFORMATION PROCESSING PROGRAM, INFORMATION PROCESSING METHOD, AND STORAGE DEVICE - An example of information processing system includes a storage device; and an information processing device for performing near field communication with the storage device. The storage device has an external appearance representing, three-dimensionally or two-dimensionally, an object that appears in a virtual space generated by execution of a predetermined application program by the information processing device. The storage device stores object information on the object. The information processing device writes, to the storage device, character image information specifying an image of a character created based on an instruction of a user. The information processing device executes a predetermined process using at least one of the object information and the character image information read from the storage device. | 11-05-2015 |
20150348373 | ONLINE FANTASY GAMING TOURNAMENT SYSTEM AND METHOD THEREFOR - Disclosed herein is a fantasy video gaming system having a server and including a processor for executing computer program instructions and having a memory coupled to the processor for storing the computer program instructions, the programming instructions comprising: establishing at least one online video gaming tournament; accepting participants entry into the online fantasy video gaming tournament. The fantasy video gaming system may be capable of taking and distributing compiled player statistics and metrics to third-party subscribers, wherein the player statistics and metrics represent the overall performance of a single player, group of players, or a team of players across multiple online video games for use in a large-scale fantasy game scoring. | 12-03-2015 |
20150363997 | OPERATION DEVICE AND PLAY MACHINE - An operation device installed on a play machine has a push button switch having a push button made of a translucent material, a floating image projector that projects a floating image into midair above the push button through the push button from a rear face side of the push button, and a gesture detector in which at least a region where the floating image is projected is set to be a detection region. | 12-17-2015 |
20150375109 | Method of Integrating Ad Hoc Camera Networks in Interactive Mesh Systems - An entertainment system has a first recording device that records digital images, a server that receives the images from the first device, wherein the second device, based on data from another source, enhances the images from the first device for display. | 12-31-2015 |
20160001180 | SYSTEM AND METHOD FOR INTERACTIVE BOARD - A game system and method to recognize the ID and position of one or more objects placed on the surface of an interactive board such as game boards, chess boards and bulletin boards are disclosed. The board game for identifying an object placed on or near an interactive board comprises an object comprising a transmitter; an interactive board comprising a sensor for detecting the object on or near the interactive board; wherein the transmitter is configured to broadcast an identification code of the object when the sensor detects the object on or near the interactive board. The board gaming method for identifying an object placed on or near an interactive board comprises the steps of: placing an object on or near the interactive board; detecting the object; broadcasting an identification code of the object; wherein the identification code is broadcasted within a time interval of detecting the object. | 01-07-2016 |
20160018934 | Ranking of User-Generated Game Play Advice - Management of user-generated game play advice is disclosed. The present invention allows for management of game play advice that is complete and up-to-date regardless of when a particular interactive gaming title is released. Game play advice is pervasive and easily accessible to game players in addition to being accurate and credible such that game players can trust or rely upon the rendered advice. | 01-21-2016 |
20160027232 | COMPUTERIZED IMAGING OF SPORTING TROPHIES AND USES OF THE COMPUTERIZED IMAGES - Methods are disclosed for providing replicas of a sporting trophy and for scoring the sporting trophy. The first method includes providing a sporting trophy to be scanned, scanning the sporting trophy to provide three-dimensional image data of the sporting trophy, and providing the three-dimensional image data of the sporting trophy to a replica generating system to provide a replica of the sporting trophy. The second method includes providing three-dimensional digital data of a sporting trophy having a volume and a surface area, providing at least one sporting-relevant measurement based on the three-dimensional data of the sporting trophy, and providing a score of the sporting trophy based on the at least one sporting-relevant measurement. | 01-28-2016 |
20160042566 | SENSORY STIMULUS MANAGEMENT IN HEAD MOUNTED DISPLAY - Methods, systems, and computer programs are presented for managing the sensory stimulus generated by a head mounted display (HMD). One method includes an operation for identifying the game state of a game being executed for display on a head mounted display (HMD). Further, the method includes an operation for determining the game intensity value for the game state based on user intensity ratings obtained from user play of the game. The user intensity ratings represent the level of sensory stimulus presented to users during the user play of the game via the HMDs of the respective users. Further, the method includes an operation for presenting the game intensity value to the HMD for rendering during execution of the game. | 02-11-2016 |
20160042589 | INTEGRATING THREE-DIMENSIONAL ELEMENTS INTO GAMING ENVIRONMENTS - A wagering game system and its operations can include presenting wagering game content for a casino wagering game to have a two-dimensional appearance via an autostereoscopic display device. The operations can further include detecting an indication to change a presentation of the two-dimensional appearance without stereoscopic depth to have a stereoscopic three-dimensional appearance having stereoscopic depth. The operations can further include detecting a game condition for the casino wagering game, determining a degree of stereoscopic three-dimensional depth to use for the wagering game content based on a value for the game condition, and changing the presentation of the two-dimensional appearance to the stereoscopic three-dimensional appearance in response to determining the degree of the stereoscopic three-dimensional depth to use. The operations can further include presenting, via the autostereoscopic display device, the wagering game content with the degree of stereoscopic three-dimensional depth proportional to the value for the game condition. | 02-11-2016 |
20160045821 | PORTABLE DISPLAY SYSTEM - An example display system for playing a video game includes a hand-holdable housing; a liquid crystal display; one or more input devices; a first boot ROM storing code that is executed if a video game program for the video game has a first specification; and a second boot ROM storing code that is executed if a video game program for the video game has a second specification. | 02-18-2016 |
20160051893 | DYNAMIC UPDATE OF CONTACT INFORMATION AND SPEED DIAL SETTINGS BASED ON A VIRTUAL WORLD INTERACTION - Updating contact information for a first communication device according to metadata associated with a virtual world is provided. In response to an avatar of a first user interacting with an avatar of a second user in the virtual world, information comprising a name of the avatar of the second user and metadata associated with the avatar of the second user is sent to the first user. In response to receiving the information, contact information associated with the name of the avatar of the second user is determined. The contact information is organized based on the metadata. The organized contact information is prioritized according to the metadata. A speed dial setting corresponding to the prioritized contact information is assigned. The assigned speed dial setting is assigned to the first communication device. The assigned speed dial setting is stored in the first communication device. | 02-25-2016 |
20160059128 | INFORMATION PROCESSING TERMINAL, NON-TRANSITORY STORAGE MEDIUM ENCODED WITH COMPUTER READABLE INFORMATION PROCESSING PROGRAM, INFORMATION PROCESSING TERMINAL SYSTEM, AND INFORMATION PROCESSING METHOD - A hand-held information processing terminal includes a display, a camera arranged in proximity to the display and capable of obtaining an image of a user including infrared components, an estimation module that estimates relative positional relation between the display and the user based on the obtained image, a generation module that generates a plurality of display images in accordance with the relative positional relation, and a control module that provides stereoscopic display to the user in accordance with a position thereof with the use of the plurality of display images. | 03-03-2016 |
20160059129 | DELIVERY OF PROJECTIONS FOR RENDERING - A workflow for 3D content authoring, delivery, and rendering is facilitated based on pre-authored image projections to obtain improvements in authoring efficiency. Additionally, a content delivery platform centered on such pre-authored image projections provides a mechanism for significantly improving streaming efficiency for 3D worlds. Multiple images encode primary surface detail of 3D worlds in real-time applications. Examples of such projections include images that can be as rich as film frames, feature animation frames, high end digital renders, concept paintings, or any suitable combination thereof. An algorithm for improved image projection camera path trajectories, sampling selection, and blending may be implemented by various systems and methods to facilitate smooth transitions during movements of a player within a game set in the 3D space. In addition, a back-projection technique may be implemented by various systems and methods to propagate revisions of one or more projections. | 03-03-2016 |
20160067617 | Detecting the Changing Position Of A Face To Move And Rotate A Game Object In A Virtual Environment - Methods for a mobile device with a front facing camera to use the detected position of the user's face as a game controller as well as a method of displaying the live streaming face within the video with audio within a virtual environment. Using a reference frame which serves as the origin, the subsequent frames of the live streaming video are used to calculate the change in position of the face detected within the video frame, and calculations of position, rotation, speed and distance are used to position a game object. Additionally this is a method for having a live video stream with live audio textured onto 2D/3D objects within a virtual environment with only the perspective cropped face displayed. This provides the appearance of the face as stable and unmoving even when the device's camera and/or user's face are moving relative to each other. | 03-10-2016 |
20160086422 | THREE-DIMENSIONAL DISPLAYS AND RELATED TECHNIQUES - Three-dimensional displays and related techniques are provided. A method of generating a stereoscopic 3D image of a casino game apparatus is provided. A first static 2D image may be applied to a surface in a virtual 3D environment as a first texture of the surface in a first view of the virtual 3D environment. A second static 2D image may be applied to the surface in the virtual 3D environment as a second texture of the surface in a second view of the virtual 3D environment. A stereoscopic 3D image of the casino game apparatus may be generated, the stereoscopic 3D image comprising the first view of the virtual 3D environment with the first static 2D image applied as the first texture to the surface and the second view of the virtual 3D environment with the second static 2D image applied as the second texture to the surface. | 03-24-2016 |
20160086423 | THREE-DIMENSIONAL, MULTI-VIEW DISPLAYS AND RELATED TECHNIQUES - A method of displaying stereoscopic 3D images of a casino game apparatus is provided. Positions of heads of two or more viewers of a display device are determined. Viewpoints of the two or more viewers are determined based, at least in part, on the head positions. Stereoscopic 3D images depicting the casino game apparatus from approximately the viewpoints of the two or more viewers are generated. A first stereoscopic image of the game apparatus from the first viewpoint is displayed with a set of pixels configured to be visible to the first viewer. A second stereoscopic image of the game apparatus from the second viewpoint is displayed with a set of pixels configured to be visible to the second viewer. The first and second stereoscopic images of the game apparatus are displayed simultaneously to the first and second viewers based, at least in part, on the first and second viewpoints. | 03-24-2016 |
20160107083 | SYSTEM AND METHOD FOR ALTERING PERCEPTION OF VIRTUAL CONTENT IN A VIRTUAL SPACE - The disclosure relates to systems and methods for altering perception of virtual or game content in a virtual space based on one or more attribute levels. The perception of some virtual or game content may not be altered. Thus, the depiction of some content is altered while other content is not. A system may alter the depiction of game content based on attributes of an entity and/or based on which entity is to perceive the game content. The different depictions of game content may be provided to the same entity at different times and/or different perceptions of game content may be provided to different entities. Thus, a rich interface may be provided that differentially depicts game content based on attribute levels and/or the entity that is to perceive the game content. | 04-21-2016 |
20160121209 | GAME CONSOLE - A portable, handheld game console includes a main body incorporating a touch-sensitive display screen and a variety of input devices. The input devices can include shoulder buttons located on a peripheral side surface of the main body, as well as input devices located on the main body adjacent the touch-sensitive display screen. | 05-05-2016 |
20160132275 | Methods and Systems for Enhancement of Game Creativity - Disclosed herein are methods and systems for enhancing creativity in an interactive online environment through a system. The disclosed systems comprise 3D printers, computers, and interfaces between the computers and the printers. In addition, the disclosed methods and systems allow for creating one or more digital objects and generating one or more digital representations of the one or more three-dimensional objects; in addition, redistribution of digital representations can be performed in the digital environment. | 05-12-2016 |
20160158647 | METHOD AND APPARATUS FOR PRESENTING INFORMATION ASSOCIATED WITH A GAME - A method for indicating a pre-game environment quality level may include, for example, obtaining a profile associated with a video game, where the profile comprises desirable performance metrics for initiating the video game, performing performance metric measurements in collaboration with a computing device from which the video game is to be played, comparing the performance metric measurements to the desirable performance metrics, determining a discrepancy between the performance metric measurements and the desirable performance metrics, determining a gaming quality level according to the determined discrepancy, and presenting at the computing device a quality indicator based on the determined quality level. The presenting can further include graphically displaying the quality indicator and the discrepancy. Other embodiments are disclosed. | 06-09-2016 |
20160175701 | CONTACTLESS TACTILE FEEDBACK ON GAMING TERMINAL WITH 3D DISPLAY | 06-23-2016 |
20160175709 | CONTACTLESS TACTILE FEEDBACK ON GAMING TERMINAL WITH 3D DISPLAY | 06-23-2016 |
20160180636 | CONTACTLESS TACTILE FEEDBACK ON GAMING TERMINAL WITH 3D DISPLAY | 06-23-2016 |
20160187974 | SIGNAL GENERATION AND DETECTOR SYSTEMS AND METHODS FOR DETERMINING POSITIONS OF FINGERS OF A USER - A method for determining positions of fingers of a user is described. The method includes transmitting a power signal from a head mounted display (HMD) to provide power to a plurality of light emitters. The light emitters emit light in a sequence upon receiving the power signal. The method includes using the light emitted by the light emitters to determine a plurality of positions of the light emitters. The positions are used to play a game using the HMD. | 06-30-2016 |
20160189469 | GESTURE-BASED NAVIGATION ON GAMING TERMINAL WITH 3D DISPLAY - An electronic gaming machine for providing a game to a player includes a camera configured to generate camera data. The electronic gaming machine further includes a display configured to provide auto stereoscopic 3D viewing of at least a portion of the game and a processor coupled with the display and the camera. The processor is configured to: determine a location of the player relative to the electronic gaming machine from camera data; adjust the display based on the determined location of the player to provide auto stereoscopic three dimensional viewing by the player; responsive to movement of the player indicated by the camera data, update the display to account for a change in location of the player; and determine that the movement of the player corresponds to a predetermined gesture and, in response, update a game state of the game based on the predetermined gesture. | 06-30-2016 |
20160250554 | METHOD AND APPARATUS FOR USING A COMMON POINTING INPUT TO CONTROL 3D VIEWPOINT AND OBJECT TARGETING | 09-01-2016 |
20160379405 | TECHNOLOGIES FOR GENERATING COMPUTER MODELS, DEVICES, SYSTEMS, AND METHODS UTILIZING THE SAME - Technologies for generating 3D and using models are described. In some embodiments the technologies employ a content creation device to produce a 3D model of an environment based at least in part on depth data and color data, which may be provided by one or more cameras. Contextual information such as location information, orientation information, etc., may also be collected or otherwise determined, and associated with points of the 3D model. Access points to the imaged environments may be identified and labeled as anchor points within the 3D model. Multiple 3D models may then be combined into an aggregate model, wherein anchor points of constituent 3D models in the aggregate model are substantially aligned. Devices, systems, and computer readable media utilizing such technologies are also described. | 12-29-2016 |