Entries |
Document | Title | Date |
20080214304 | USER INTERFACE FOR SELECTING ITEMS IN A VIDEO GAME - In a computer program operating based on user inputs, a user input module receives user input from a view control portion of the user input device, the view control portion being input elements designated for user by the user to change a view, the view being a surface in a virtual space that is mapped to a display surface such that the user can see at least a portion of the contents of the virtual space that is visible through the view and the user can see different portions and/or perspectives of the virtual space by changing the view. The user view change inputs are conveyed to the computer program, thereby enabling the computer program to determine how to change a display to conform to the user's desired view change. The user input module can then receive user input to indicate a user's selection of objects from the virtual space and select objects in the virtual space using a current view as a selector for the items, thereby allowing the user to specify a selection by positioning a view. A reticle can be used to specify a viewable object to select and selection can be by matching categories of objects under the reticle. | 09-04-2008 |
20080214305 | SYSTEM AND METHOD FOR INTERFACING A SIMULATION DEVICE WITH A GAMING DEVICE - A system and method for interfacing a simulation device with a gaming device is disclosed. The system comprises a video game controller and a sensor. The controller is configured to mimic certain aspects of standard game controllers, providing control functions to a video game, with added functionality to accept input of an external control signal. The game controller is further configured to allow one or more of its control functions to be overridden by control functions provided by the external control signal. The sensor measures simulation parameters representative of actions performed on the simulation device and outputs simulation control signals representative of the simulation parameters. The sensor simulation control signals may be input to the game controller to provide control functions to the video game using both the simulation device and the game controller. | 09-04-2008 |
20080227544 | Line Rider - A creative tool and system that may be utilized for entertainment purposes by a user is provided. The creative tool utilizes an electronic media to allow a user to draw one or more lines with a user interface on which a moving object such as a sled may ride after the completion of the drawing by the user. The creative tool and system employs a computer program that may allow the user to input a set of parameters using a free hand drawing tool that is then graphically displayed to the user after they have input the parameters. Additionally, the input parameters are subject to natural velocity and trajectory forces from the moving object along the graphical representation displayed to the user. Additionally, the moving object is central on the graphical display and will continue until the parameters are interrupted or velocity and trajectory provide deviation from the user's parameters. | 09-18-2008 |
20080227545 | Apparatus and method for digitization of human motion for virtual gaming - Handheld apparatus and method to provide control over virtual figures and elements within a computer rendered environment. Motion capturing sensors output acceleration vector signals. After digitization and storage of these vector signals into data packets, the packets are wirelessly transmitted to the receiver device. The receiver device transfers the digitized packets to a computer or a video game console. A rendering application resident on the console utilizes the received vector data to move the graphical elements on the display. Unique computation of the acceleration vectors result in realistic and real-time human movement in a computer generated three-dimensional environment. Employment of multiple independent handheld apparatuses provides more precise simulation of human motion in a virtual environment. | 09-18-2008 |
20080248870 | Game Device, Information Storage Medium, and Game Device Control Method - A game device allowing a player to enjoy the process of acquiring information on an input procedure of operation data corresponding to a predetermined event is provided. A game device including a controller allowing input of operation data comprises judgment means for judging whether or not an operation data sequence input with the controller matches a predetermined operation data sequence, event triggering means for triggering a predetermined event (special technique or the like) corresponding to the predetermined operation data sequence in accordance with a result of judgment by the judgment means, operation guidance means for displaying on a guidance screen (FIG. | 10-09-2008 |
20080248871 | INTERFACE DEVICE - The present invention relates generally relates to an interface device for operative connection between a computer and a one-dimensional, two-dimensional or three-dimensional motion input system and/or tactile force sensing input system. The interface device includes a first interface for operative connection to the input system and a second interface for operative connection to the computer; and a processor operatively connected to the first and second interfaces for receiving input signals from the motion tracking/tactile force input system. The device, or computer, configures the input signals to output signals for input to the computer for controlling the computer. The invention is particularly beneficial in a therapy/rehabilitation setting wherein people or patients can participate in almost any video game by configuring the input system to the video game through the interface device. | 10-09-2008 |
20080248872 | VIDEO GAME PROGRAM, VIDEO GAME DEVICE, AND VIDEO GAME CONTROL METHOD - An object is to realize that an object is caused to move based on the acceleration data detected by an acceleration sensor when a controller is moved and the controller is caused to vibrate by a vibration mechanism when the moved object makes contact with another object. In the present game program, velocity magnitude data of a controller and velocity magnitude data of an object are calculated based on acceleration data and time interval data, both of which are recognized by a control unit. Then, it is judged by the control unit whether or not the coordinate data within the display range of a moving bat character corresponds to the coordinate data within the display range of a ball character. Next, vibration control data for controlling vibration of the controller is calculated by the control unit depending on the velocity of the bat. Accordingly, a command for outputting the vibration control data to the controller is issued by the control unit. | 10-09-2008 |
20080280680 | SYSTEM AND METHOD FOR USING A TOUCHSCREEN AS AN INTERFACE FOR MUSIC-BASED GAMEPLAY - An interactive computerized game system including a visual display, one or more user input devices, and a processor executing software that interacts with the display and input device(s) is disclosed. The software displays images of musical targets on the visual display, the musical targets possibly corresponding to a pre-recorded source of music. At least one of the user input devices is a touchscreen arranged to simulate a portion of a musical instrument. During gameplay, the gameplayer must touch the touchscreen at the appropriate time and/or in the appropriate location in response to the displayed images of musical targets. The system provides a positive indication if the player's input matches the attributes of the displayed musical targets. | 11-13-2008 |
20080287189 | System and method for using accelerometer outputs to control an object rotating on a display - An example system and method controls a rotatable object on a display using a handheld control device comprising an accelerometer. The example system and method involve determining an orientation of the handheld control device using an interpolation of an output for a first axis of the accelerometer and an output for a second axis of the accelerometer. The rotation of the rotatable object is controlled based on the determined orientation. | 11-20-2008 |
20080311988 | COMMUNICATION PROTOCOL FOR A WIRELESS DEVICE AND A GAME CONSOLE - An accessory is provided wireless connectivity with a game console by reconfiguring an earlier transport format that was used to solely transport voice data packets. The reconfiguration incorporates the use of a hybrid sub-frame, wherein voice data packets are replaced with communication data packets. The replacement is indicated by a set of identification bits inserted into a payload identifier field of the hybrid sub-frame. | 12-18-2008 |
20080311989 | GAME CONTROLLER AND GAME SYSTEM - A first control unit includes a first operation data generation section for generating first operation data in accordance with a motion of a first control unit body included in the first control unit. A second control unit includes a second operation data generation section for generating second operation data in accordance with a direction input operation performed by a player. Further, one of the first control unit and the second control unit includes a transmission section for transmitting the first operation data and the second operation data to a computer at a predetermined timing. | 12-18-2008 |
20080318677 | Storage medium having information processing program stored thereon and information processing apparatus - Acceleration data is repeatedly acquired, and an acceleration vector having a magnitude and a direction of an acceleration represented by the acceleration data is sequentially accumulated so as to calculate an accumulation vector. A following vector which follows, at a predetermined rate, the accumulation vector calculated by the accumulation vector calculation means is calculated by using the acquired acceleration data, and a difference between the accumulation vector and the following vector is calculated as a differential vector. A position in a virtual world displayed by a display device is designated using a value determined in accordance with the differential vector so as to perform a predetermined processing by using the position. | 12-25-2008 |
20080318678 | ENTERTAINMENT, GAMING AND INTERACTIVE SPACES BASED ON LIFEOTYPES - The methods and systems described herein may involve determining at least one lifeotype of at least one individual, analyzing the at least one lifeotype, and delivering content to at least one individual based on the analysis. The methods and systems described herein may involve providing a game, determining at least one lifeotype of at least one player of the game, analyzing the at least one lifeotype, and affecting the game play based on the analysis. The methods and systems described herein may involve providing an interactive space, determining at least one lifeotype of at least one individual in the space, analyzing the at least one lifeotype, and modifying at least one attribute of the space based on the analysis. | 12-25-2008 |
20090017910 | POSITION AND MOTION TRACKING OF AN OBJECT - A video gaming system a gaming console device and a gaming object. The game console device is coupled to: determine a gaming environment; map the gaming environment to a coordinate system; determine position of at least one of a player and a gaming object within the gaming environment in accordance with the coordinate system; track motion of the at least one of the player and the gaming object; receive a gaming object response regarding a video game function; and integrate the gaming object response and the motion of the at least one of the player and the gaming object with the video game function. The gaming object is coupled to provide the gaming object response. | 01-15-2009 |
20090036210 | GAME WHICH RECOGNIZES COMMANDS BY THE TYPE AND RHYTHM OF OPERATION INPUT - A game control technique with high entertainment value is provided. In a game device, a confirmation sound output unit assigns a sound to each type of an operation input from a player; and upon the reception of the operation input from the player, the confirmation sound output unit outputs the sound assigned to the operation input. A command memory unit stores a plurality of types and patterns of the rhythms of the operation input in association with commands which is issued upon the reception of the operation inputs. A command determination unit acquires the type and rhythm of the operation input from the player and determines whether the type and rhythm of the operation input match the pattern stored in the command memory unit. A repetition unit outputs the sound corresponding to the pattern when the operation input from the player is determined to match the pattern stored in the command determination unit. A game control unit issues the command determined by the command determination unit and advances the game. | 02-05-2009 |
20090054144 | FORCE FEEDBACK APPARATUS AND SYSTEM USING THEREOF - A force feedback apparatus and system are provided in the present invention. The force feedback apparatus is capable of balancing the reactive force or torque generated by an actuator of the force feedback apparatus through a balance output generated by a balance controlling unit coupled to the actuator so that the force feedback apparatus can interactive with the operator without a need for connection to a fixed frame. On the other hand, the system of the present invention adopts the force feedback apparatus to be a human operating interface for allowing the operator to interact with programs executed in an electrical interactive device so as to increase the trueness of the virtual reality. | 02-26-2009 |
20090062003 | Device and method for determining and/or visualising of moves, steps and processes of card plays - The present invention provides for a system for detecting, storing, and visualizing game plays, events, and operations in card games. The system includes a game table which is transparent or partially transparent in at least one position, and which has positions for at least two players, and has an optical detection divide provided underneath for detecting images of face-down playing cards, having an evaluation unit subsequent to the optical detection device for automatically identifying, storing, and/or processing the card values, and having an input and/or detection device for recording game plays such as the dealing of card values by a moderator, placing bids of monetary or value amounts by individual players, etc., the input or detection device being linked to the evaluation unit. In one embodiment, the input and detection device includes a speech identification and/or recognition system. | 03-05-2009 |
20090069086 | CHARACTER CONTROL DEVICE, CHARACTER CONTROL METHOD, RECORDING MEDIUM, AND PROGRAM - A formation information storage unit ( | 03-12-2009 |
20090088248 | GAME CONTROLLING APPARATUS FOR PEDALING MOTION - A game controlling apparatus designed for using a pedaling (or winding) motion to control a video game. The game controlling apparatus preferably includes a platform element adapted to secure a game controller and at least a first handle and a second handle, each handle being capable of rotation about an axis of rotation relative to the platform element. The game controlling apparatus additionally may include an attachment mechanism adapted to secure the game controller to the platform. The first and second handle are preferably positioned on opposite sides of the platform element and on opposite ends of the platform element so that a pedaling motion while gripping the first and second handle will produce rotation of the game controller preferably about a centrally located point on the game controller. | 04-02-2009 |
20090093304 | Computer readable storage medium having a game program stored thereon and a game apparatus - An input device incorporating a motion sensor which detects a motion of the input device is worn on the body of a player, and in accordance with motion data detected by the input device, the player object is caused to move along a predetermined route on a course set in a virtual three-dimensional space. The course includes at least one branch point at which the course branches off into a plurality of routes. The motion data outputted from the motion sensor is successively acquired, and a moving speed of a player character is set in accordance with the motion data. Further, at the branch point on the course, a branching direction of the player object is set in accordance with the motion data. The player object is then caused to move along a route in the set branching direction at the set moving speed. | 04-09-2009 |
20090093305 | Storage medium storing a load detecting program and load detecting apparatus - A load detecting apparatus includes a load controller. In order to identifying predetermined number of motions performed on the load controller by the player, for example, a condition of a ratio of load values to a body weight value and a condition relating to a position of a center of gravity are defined in advance. The ratio of the detected load values to the body weight value and the position of the center of gravity are calculated, and on the basis of the ratio and the position of the center of gravity, a motion performed on the load controller by the player is determined. | 04-09-2009 |
20090104992 | GAME CONTROL PROGRAM, GAME MACHINE, AND GAME CONTROL METHOD - The present invention provides a game device with enhanced entertainment capabilities. | 04-23-2009 |
20090118010 | NETWORK GAME SYSTEM, NETWORK GAME SYSTEM CONTROL METHOD, GAME MACHINE, GAME MACHINE CONTROL METHOD, AND INFORMATION STORAGE MEDIUM - To provide a network game system for sharing, among a plurality of game machines, the positions and postures of objects associated with the game machines, while suppressing an increase in traffic in the communication network. Each of the game machines comprises a first base position selection unit for selecting one of the plurality of base positions; a first base position transmission unit for transmitting the base position selected by the first base position selection unit to another game machine; a first base position receiving unit for receiving the base position transmitted by the first base position transmission unit from another game machine ( | 05-07-2009 |
20090118011 | GAME MACHINE, GAME MACHINE CONTROL METHOD, AND INFORMATION STORAGE MEDIUM - Provided is a game machine which can support a user to change a trajectory of a moving object to a desired trajectory in a game in which the moving object located in a game space moves along a trajectory determined according to content of an operation performed on a controller. A desired trajectory data acquiring section ( | 05-07-2009 |
20090124383 | APPARATUS FOR USE WITH INTERACTIVE TABLE GAMES AND METHODS OF USE - Methods and apparatus for use with an interactive gaming table. In one aspect, an administration tool is provided for use with an interactive gaming table. The interactive gaming table includes a playing surface for displaying a game, a signal source, and a signal collector. The administration tool includes a primary identifying indicia that uniquely identifies the tool to the gaming table by reflecting a signal emitted by the signal source such that the signal reflected by the primary identifying indicia is received and analyzed by the signal collector. The administration tool also includes a secondary identifying indicia that is recognized by the gaming table by reflecting the signal emitted by the signal source such that the signal reflected by the secondary identifying indicia is received and analyzed by the signal collector, wherein a present state of the displayed game is changed based on a player's action taken with the tool. | 05-14-2009 |
20090131168 | Systems and methods for improving a button assembly - A button assembly is described. The button assembly includes a light emitting device that emits light. The button assembly further includes a lens cap that protects the light emitting device from being damaged. The lens cap has a top surface, a first cap side, a second cap side, a third cap side, and a fourth cap side. The second cap side connected to the first cap side, the third cap side connected to the second cap side, and the fourth cap side connected to the first cap side and the third cap side to form a plane. A first perpendicular distance between the plane and a first point on the top surface is different than a second perpendicular distance between the plane and a second point on the top surface. Additionally, a system for increasing life of a pixel is described. | 05-21-2009 |
20090149253 | VIDEO SWITCHER AND TOUCH ROUTER METHOD FOR A GAMING MACHINE - A gaming method for presenting both gaming content based video signals and secondary video signals over a single display using a Display Manager is disclosed. The Display Manager is placed between the Master Gaming Controller and its Main Game Display and any Secondary Display and between the Player Tracking Unit connected to the casino system network (e.g., player tracking device) and its System display. The Display Manager receives one or more video signals from the Master Gaming Controller and one or more video signals from the system device and displays one or multiple video signals on one or more shared displays. One of video signals may be presented alone on one of the displays, with the other signal absent from that shared display, or multiple signals may be simultaneously displayed on one of the shared displays. The screen may be split between multiple signals, or one or more signals may overlay one or more background signals. The overlaid signals may completely obscure the background signals, or they may provide a level of transparency by allowing the background signal to be partially or completely visible. Also, the overlaid signal may provide different levels of transparency in different areas of the display, effectively superimposing an image on top of the background signal. The Display Manager receives commands from a device, directing it how to split, overlay, superimpose, and otherwise share the display among the video input signals. | 06-11-2009 |
20090149254 | VIDEO SWITCHER AND TOUCH ROUTER SYSTEM FOR A GAMING MACHINE - A Display Manager is placed between the Master Gaming Controller and its Main Game Display and any Secondary Display and between the Player Tracking Unit connected to the casino system network (e.g., player tracking device) and its System display. The Display Manager receives one or more video signals from the Master Gaming Controller and one or more video signals from the system device and displays one or multiple video signals on one or more shared displays. One of the video signals may be presented alone on one of the displays, with the other signal absent from that shared display, or multiple signals may be simultaneously displayed on one of the shared displays. The screen may be split between multiple signals, or one or more signals may overlay one or more background signals. The overlaid signals may completely obscure the background signals, or they may provide a level of transparency by allowing the background signal to be partially or completely visible. Also, the overlaid signal may provide different levels of transparency in different areas of the display, effectively superimposing an image on top of the background signal. The Display Manager receives commands from a device, directing it how to split, overlay, superimpose, and otherwise share the display among the video input signals. | 06-11-2009 |
20090163276 | GAME SYSTEM, GAME APPARATUS AND COMPUTER PROGRAM FOR GAME - To provide a game system to perform various modifications to a tune being reproduced for game background displayed together with the tune, without the uncomfortable feeling, but with restriction of amount of memory consumption. The game system of the present invention is a game system ( | 06-25-2009 |
20090176571 | SYSTEM FOR AND METHOD OF OPERATING VIDEO GAME SYSTEM WITH CONTROL ACTUATOR-EQUIPPED STYLUS - A system and method expand game action functionality of a portable game system in which user manipulation of a stylus contributes to control of game action in the operation of two-handed game play. The stylus is equipped with one or more control actuators that are integrally associated with (i.e., positioned on or in) the stylus to respond to manipulation by the user to control game action. One or more game action functions are selected and implemented for control by the number of the stylus-equipped control actuators. The game action functions include one or both of game action functions caused by actuation of the number of first and second control actuator devices and other, additional game action functions. The selected game action functions expand practicable game action functionality of the portable game system by enabling use of the user's hand manipulating the stylus to cause performance of one or more game action functions. | 07-09-2009 |
20090191966 | Video Game Controller - A video controller adapted to be used with a video game may include a first end section which includes a fretted area, buttons and/or switches and a second end section which includes a buttons or switches and is connected to the first end section. The second end section can telescope in order to reduce the length of the video controller. The video controller may include a first middle section which may telescope in order to reduce the length of the video controller. The video controller may include a second middle section which may telescope in order to reduce the length of the video controller, and the first middle section may telescope into the first end section. The second end section may telescope into the second middle section, and the second middle section may telescope into the first middle section. The first end section may include a fastening device to detachably connect the first middle section to the first end section, and the fastening device may include an angled projection member to cooperate with an edge of the first middle section. The angle projection member may be integral with the first end section, and the angled projection member may be adjacent to any slot formed in the first end member. The angle projection member may include a depression area for cooperating with the edge of the first end section. | 07-30-2009 |
20090197679 | Video Game Controller - Improvements relating to a control device for controlling a display of a computer system for use with a video game. | 08-06-2009 |
20090203441 | Skateboard video controller - A player-actuated video game controller simulates a skateboard or other footboard such that the player stands on the controller and pitches or rolls the deck to cause directional movement of a character on a display. A system of biasing springs between the deck and the base of the controller resist the player's movement of the deck in order to simulate a realistic ride. The number, size, tension, and placement of the springs increases the realism of the ride beyond that of known devices. The controller uses a motion sensor to detect motion of the deck and transmits motion data to a video game system. The controller is augmented by a handheld controller to provide button-based functionality. | 08-13-2009 |
20090203442 | Gaming System with Interactive Feature and Control Method Thereof - In a gaming machine, a player's language is specified by a conversation with the player participating in a roulette game at a gaming terminal. Then, a player's currency is specified based on the player's language in case where the player ordered items such as beverages, foods and so on by the player's selection on a menu screen shown on a display. A monetary amount for the ordered item is converted in the player's currency and then displayed on the display. Therefore, the player can recognize the monetary amount for the ordered item in the player's familiar currency. | 08-13-2009 |
20090203443 | Gaming Machine Limiting Output Conversation Voice and Control Method Thereof - A gaming machine generates and outputs a reply sentence in accordance with a player voice recognized, executes a first game based on an operation of a player, and executes a second game different from the first game when a result of the first game meets a predetermined condition. When the first game is executed, the gaming machine prohibits an output of the reply sentence. When the second game is executed, the gaming machine outputs the reply sentence. | 08-13-2009 |
20090209343 | MOTION-TRACKING GAME CONTROLLER - Systems and methods for tracking the motion of a game controller and a player's body part are disclosed. The method includes receiving a video signal from a webcam, generating movement data corresponding to the motion of the game controller, tracking first predetermined degrees of freedom of motion of the body part, generating feature location data based on a location of at least one identifiable visual feature of the game controller, and estimating second predetermined degrees of freedom of a motion of the game controller. | 08-20-2009 |
20090209344 | Computer-readable storage medium storing information processing program and information processing device - First determination means determines at a unit time interval whether or not a magnitude of a change amount vector is equal to or larger than a first threshold value. When it is determined that the magnitude of the change amount vector is equal to or larger than the first threshold value, predetermined processing is executed. Also, when it is determined that the magnitude of the change amount vector is equal to or larger than the first threshold value, a swinging direction in which an input device is swung is calculated, and whether or not the change amount vector which shifts in a direction opposite to the swinging direction intersects with a second threshold value is determined by second determination means. After it is determined that the change amount vector intersects with the second threshold value, further, whether or not the magnitude of the change amount vector is smaller than a third threshold value is determined by third determination means. When the first determination means determines that the magnitude of the change amount vector is equal to or larger than the first threshold value, the first determination means waits for a determination that the magnitude of the change amount vector is smaller than the third threshold value to be made, and restarts the determination as to whether or not the magnitude of the change amount vector is equal to or larger than the first threshold value. | 08-20-2009 |
20090209345 | MULTIPLAYER PARTICIPATION TYPE GAMING SYSTEM LIMITING DIALOGUE VOICES OUTPUTTED FROM GAMING MACHINE - A multiplayer participation type gaming system | 08-20-2009 |
20090221370 | FORCE FEEDBACK DEVICE - A force feedback device includes a platform, an elastic apparatus, a drive apparatus, a sensor, a control card, and a software system. The software system is configured to process data of a game and transmit data to the control card. The control card is configured to control the drive apparatus to drive the elastic apparatus. The elastic apparatus is configured to control the platform. The sensor is configured to sense the distortion of the elasticity apparatus to know the working status of the platform and transmit data of the distortion to the control card. The control card is configured to process the data of the distortion and transmit it to the software system to change information of the game. The force feedback device has bidirectional data and force transmission. | 09-03-2009 |
20090221371 | MOOVDISK - Described herein is a game system that includes a game control unit that communicates with a plurality of play units. Each play unit typically has a user input functionality (e.g., a button) and a visual indicator (e.g., lights). The play units can communicate and receive instructions from the game control unit. The game control unit may also include a user input, and can track play and upload results (e.g., scores) into a central data repository. Players may wear identification tags that can also provide identifying information for tracking or monitoring by the game control unit. Also described herein are methods of playing games using the system, and social networking website for players. | 09-03-2009 |
20090221372 | FOOTPAD-BASED GAME AND GAMING SYSTEM - Described herein are games and game systems including a text messaging phone keypad foot mat. The phone keypad foot mat typically includes regions similar to the buttons of an enlarged telephone keypad. A user can step on these input regions (“buttons” or “keys”) to type a text. Thus, a player “types” a text message by stepping or dancing on the keyboard foot mat similar to the way that a text message may be typed by hand on a telephone keypad (e.g., sending a text message from a cell phone). Various games can be played using the devices, systems and methods described herein. | 09-03-2009 |
20090258703 | Motion Assessment Using a Game Controller - A technique is disclosed for motion assessment of an individual using a game controller in connection with interactive media, e.g. a multiplayer game, such as Simon says, where game play is based, at least in part, upon coordinated or directed physical interaction of multiple players. | 10-15-2009 |
20090258704 | GAME DEVICE, NOTIFICATION METHOD, INFORMATION RECORDING MEDIUM, AND PROGRAM - A process control unit ( | 10-15-2009 |
20090270170 | BIOFEEDBACK FOR A GAMING DEVICE, SUCH AS AN ELECTRONIC GAMING MACHINE (EGM) - Environmental feedback and/or biofeedback is associated with one or more players' emotions in real time. The emotional feedback is provided to a game device being used by the player, such an electronic gaming machine (EGM). The game device uses the biofeedback and/or environmental feedback to appropriately adjust the game play to maximize the game's entertainment value to the player(s). The player(s) can be identified, and the game device matches the emotional response with certain game elements being presented at that time and associates this matching to the identified player. The matches can be used to make an adjustment to the game device, to the environments, and/or to take some other action. The game device can also store the matches, combined with any collected environmental and/or biometric stimuli, on a game server or player tracking database via the network. Previous environmental/biometric information can be used to make immediate adjustments to the game or environment, or incorporated into future game design and environmental design. | 10-29-2009 |
20090280899 | GAME CONSOLE CONTROL TO INITIATE SYSTEM DIRECTIVES - A method and system for utilizing a game console and an input device is disclosed. The method and system comprise mapping commands to system directives of the game console and generating an input signal having predefined characteristics corresponding to the input device being utilized to engage the system directives. The method and system include performing system functions using an input controller associated with the input device after the system directives are engaged. | 11-12-2009 |
20090280900 | GAME CONTROLLER WITH AUDIO SIGNAL OUTPUT DEVICE - A game controller with an audio signal output device is disclosed. The game controller is applied in a personal computer and includes a control command receiving unit, a control unit, a connector terminal, and an audio signal output terminal. The connector terminal is coupled to the personal computer for receiving a control command signal and an audio signal. The control unit is coupled to the connector terminal used for receiving the control command signal and the audio signal. The control command receiving unit is used for receiving a game control command and outputting the control command signal. The audio signal output terminal is used for receiving and outputting the audio signal, wherein the control unit is used for receiving the audio signal and outputting the audio signal to the personal computer, and receiving the control command signal and outputting the command signal to the connector terminal at the same time. | 11-12-2009 |
20090286601 | GESTURE-RELATED FEEDBACK IN ELETRONIC ENTERTAINMENT SYSTEM - Various embodiments related to providing user feedback in an electronic entertainment system are disclosed herein. For example, one disclosed embodiment provides a method of providing user feedback in a karaoke system, comprising inviting a microphone gesture input from a user, receiving the microphone gesture input from the user via one or more motion sensors located on a microphone, comparing the microphone gesture input to an expected gesture input, rating the microphone gesture input based upon comparing the microphone gesture input to the expected gesture input, and providing feedback to the user based upon the rating. | 11-19-2009 |
20090298588 | Method of automatically detecting offside in Soccer using fixed and wireless sensors and central server - Broadly speaking, the embodiments of the present invention fill the need for a method of accurately determining if an offense soccer player is in an offside position. This is determined using a combination of sensors on the players and the ball which are then sensed using fixed sensors on the field. The instantaneous sensor readings are used to locate each player, offense and defense with respect to the location of the ball and goal posts. These data are analyzed using an algorithm on a computer which can then determine if the player was in an offside position. | 12-03-2009 |
20090298589 | Game Apparatus For One Or More Persons - The invention relates to a game apparatus for one or more persons. The game apparatus is characterized in that it comprises an enclosed game surface; at least one game unit that can be moved over the enclosed game surface, on which unit, at least, one player can take place and means designed for reducing the friction between the game surface and the game unit moveable over it. The game unit may be an air cushion vehicle and the enclosed game surface may comprise interaction means similar to a pinball machine. RFID may be used to identify the game units. The action of the interaction means may be dependent on the game unit identification. | 12-03-2009 |
20090305785 | GESTURE CONTROLLED GAME SCREEN NAVIGATION - A game controller, such as a microphone controller, incorporates motion sensors that are configured to detect gestures performed by a user of the game controller. The gestures can be used to navigate and perform actions in a graphic user interface that a game console employs to provide a consistent user experience when navigating to different media types available on the game console. In this way, the game controller avoids the need to use a separate gamepad-type controller to navigate the graphic user interface, while also avoiding the need to incorporate additional buttons. As a result, the sense of realism and the overall gaming experience may be enhanced. | 12-10-2009 |
20090312101 | CONTROLLER LIGHTING ACTIVATION BY PROXIMITY AND MOTION - Mechanisms for controlling lighting activation by taking into account proximity and motion data are disclosed. Controllers can have cosmetic and/or functional lighting that can be controlled by proximity detectors and/or motion detectors, and such lighting can vary in color, intensity, and/or pattern. Proximity detectors can use capacitance, lighting, and/or sound data to determine the proximity of objects to the controllers, and motion detectors can use accelerometers and/or gyroscopes to determine the motion of such controllers. Additionally, controllers can start radio frequency communications with gaming consoles based on proximity and/or motion data. One benefit of such proximity and/or motion light control is battery conservation. | 12-17-2009 |
20090318228 | APPARATUS AND METHOD OF INTERACTION WITH A DATA PROCESSOR - A method of interaction with a data processor such as a games machine comprises the steps of capturing a wide angle image of an environment, obtaining image features from the wide angle image, and then interpreting these image features as inputs to software running on the games machine. The step of obtaining image features from the wide angle image further comprises the step of mapping one or more regions of the wide-angle image to corresponding one or more flat image planes, and obtaining image features from one or more of said planes of the mapped wide-angle image. Advantageously, the planes can be arranged to reflect the topology of a room or the positioning of players, and allow a consistent representation of image features and consequently of input motion to a process such as a game, without position dependent distortions of the features inherent in the wide angle image. | 12-24-2009 |
20090325701 | GAMING SYSTEM - The invention concerns a gaming system comprising a gaming platform ( | 12-31-2009 |
20100004061 | Exercise Gaming Device and Method of Interacting With Gaming or Other Scenarios Based on Physical Exercise - The present invention embodiments promote performance of exercise by users during a computer simulation or game. An embodiment of the present invention includes an exercise device with a plurality of effector or gripping members in the form of handles to be manipulated by a user. A coil steel spring provides the resistance for the handles that may be compressed together or pulled apart for resistance-based exercise. The device further includes additional input devices to interact with a simulation or gaming scenario. The user applies forces to the handles to interact with the scenario, thereby requiring the user to perform exercises during the simulation or game play. | 01-07-2010 |
20100004062 | INTELLIGENT GAME SYSTEM FOR PUTTING INTELLIGENCE INTO BOARD AND TABLETOP GAMES INCLUDING MINIATURES - Apparatuses and methods for intelligent game systems for putting intelligence into board and tabletop games including miniatures are disclosed. An intelligent game system comprises one or more sensors, a controller, and a projector, the sensors each having an identifier. The sensors obtain object information from intelligent game piece objects and transfer the object information to a controller where it is associated with a sensor identifier and the sensor identifier is associated with a corresponding portion of an image. The controller interacts with the intelligent game piece objects, for managing game play, and for preparing and transferring a changing image to a projector. Intelligent game piece object features are disclosed, as well as methods of initializing a system for use with the intelligent game piece objects. | 01-07-2010 |
20100009751 | GAME PROGRAM AND GAME APPARATUS - A game apparatus performs game processing on the basis of operation data output from a first input device including a first acceleration sensor and an angular velocity sensor and a second input device including a second acceleration sensor. The game apparatus calculates an orientation of an object within a game space on the basis of a first acceleration and a second acceleration, and causes the object to make a predetermined motion on the basis of the angular velocity data. | 01-14-2010 |
20100009752 | PASSIVE AND ACTIVE VIDEO GAME CONTROLLERS WITH MAGNETIC POSITION SENSING - Separate active and passive controllers each detect a generated magnetic field. The active controller phase corrects the detected magnetic field information transmitted from the passive controller and uses that to calculate the position and orientation of the passive controller. The active controller also phase corrects its own detected magnetic field information and uses that to calculate its position and orientation. The active controller transmits each of these calculated positions and orientations to a video game system directly or indirectly through the source of the generated magnetic field. The video game system is thus informed of the position and orientation of each of the active and passive controllers. Alternatively, the active controller creates a signal matrix using the phase corrected information and the position and orientation of a controller is calculated by either the source of the generated magnetic field or the video game system using the signal matrix. | 01-14-2010 |
20100009753 | User Interface for Functionally Limited Users - A gaming interface that includes a wearable user interface. The wearable user interface is configured to be worn on a user's body and includes a central body and a plurality of flexible members extending from the central body. A pulse generator is arranged along each of the plurality of flexible members. | 01-14-2010 |
20100035686 | METHOD OF CONTROLLING COMPUTER DEVICE, STORAGE MEDIUM, AND COMPUTER DEVICE - A game device recognizes a player's voice to obtain an input voice text. The game device compares the input voice text with a statement identification keyword. The game device transmits a statement ID corresponding to the keyword with which the input voice text coincides to another game device. Each game device that participates in the game stores statement voice data in the voice of an actor corresponding to the statement ID. When the game device has received the statement ID from another game device, the game device extracts and reproduces the corresponding statement voice data. | 02-11-2010 |
20100041479 | VOICE COMMAND GAME CONTROLLING APPARATUS AND METHOD OF THE SAME - The present invention discloses a voice command game controlling apparatus and method which can activate the game commands user predetermine by voice command. The device in present invention also allows user to create and configure their user-customized hot keys for video game playing. The voice command game controlling apparatus in present invention may allow users to edit and save their hot key list therein by using corresponding game controller or keyboard and output the game command signals to the game console connected therewith. The editable hot key content includes the designated hot key, controller used, command order, corresponding game title and game consoles. It is compatible with all kind of game platform including game consoles, PCs and their peripherals, thus it can accommodate to all existing video games. The apparatus also supports voice recognition function to allow user rapidly inputting their desire sentence for player interaction and communication. | 02-18-2010 |
20100048300 | Audience-condition based media selection - Methods and systems for audience-based media selection are provided. A media player may play a first media file, which may be viewed by one or more audience members. The audience around the media player may be monitored, and audience members having a line-of-sight to the media player are identified. Information concerning various conditions of such audience members determined. Media file play may be adjusted based on the detected audience condition. | 02-25-2010 |
20100056276 | ASSESSMENT OF COMPUTER GAMES - A method of improving a computer game, the method including the steps of: (a) causing a player to play the computer game in which various game situations are presented to the player during the course of the game; (b) recording game situation parameters corresponding to the various game situations of step (a); (c) determining brain activity of the player during each of the game situations which are presented to the player; (d) evaluating effectiveness of the game situation parameters by reference to brain activities determined in step (c) for each of the game situation parameters recorded in step (b); and (e) improving the game by eliminating or modifying those game situations which have low levels of brain activity as determined in step (d). | 03-04-2010 |
20100056277 | METHODS FOR DIRECTING POINTING DETECTION CONVEYED BY USER WHEN INTERFACING WITH A COMPUTER PROGRAM - A method for detecting direction conveyed by a user when interfacing with a computer program executed on a computing device. The computing device being interfaced with an image capture device. The method includes detecting a human head of a person in the image taken with the image capture device and assigning the human head a head location. And, detecting an object held by the person in the image and assigning the object an object location. The method determines a relative position in space between the head location and the object location from the capture location, such that the relative position is used to identify a pointing direction of the object. | 03-04-2010 |
20100062854 | Entertainment System - Provided is a game system utilizing the LEDs of a controller ( | 03-11-2010 |
20100075754 | FOLDING SUPPORTING STRUCTURE FOR VIDEO GAME PEDALS AND STEERING WHEEL - The invention relates to a folding supporting structure intended preferably to be used as a supporting means for elements such as a steering wheel and pedals of the type used to play certain video games. The invention includes an H-shaped supporting base to which a slightly backward inclined post is pivotably connected such as to extend vertically therefrom. The aforementioned post is pivotably connected to a lower base associated with pedals and the corresponding end of the post is pivotably connected to an upper base such that, when not in use, the components can be collapsed onto one another in order to occupy a minimum amount of space. The different elements include hand-operated position-fixing elements. | 03-25-2010 |
20100081505 | ACCESSORY FOR PLAYING GAMES WITH A PORTABLE ELECTRONIC DEVICE - Circuits, methods, and apparatus that provide user interfaces for playing games on portable electronic devices. One example provides a game accessory having input controls for playing video, audio, and other types of games. The game accessory can have input controls, such as buttons, joysticks, and D-pads. Another example provides a game accessory having a thumb pad or keyboard. Other possible features include microphones, cameras and camera lenses, speakers, a second screen, rumble, and motion detection. The game accessory may have a recess sized to fit the portable electronic device. Inserts or removable adapters can be used to fit portable electronic devices having different sizes. The portable electronic device can be held in the accessory using sliding covers, clips, or other engaging members. In other examples, the accessory can communicate with another accessory for head-to-head game play. The accessory may include circuitry for power, identification, and authorization. | 04-01-2010 |
20100093435 | VIRTUAL SPACE MAPPING OF A VARIABLE ACTIVITY REGION - An electronic game system and a method of its operation are provided for virtual space mapping of a variable activity region in physical space. A calibration input may be received from a positioning device of a game controller that indicates waypoints that define an activity region in physical space. A scale factor may be identified between the activity region and an interactive game region in virtual space based on the calibration input. Positioning information may be received from the positioning device that indicates a position of the positioning device within the activity region. The position of the positioning device within the activity region may be mapped to a corresponding virtual position within the interactive game region based on the scale factor. | 04-15-2010 |
20100105477 | GAME INPUT DEVICE AND GAME SYSTEM USING THE SAME - A game input device and a game system using the same are described. The game system includes a physical object, a position detector, and a game console. The physical object has an identification tag, and identification information of the physical object is recorded in the identification tag. The position detector detects position information of the physical object and reads the identification information of the physical object. The game console stores and runs game software, and has a communication interface capable of communicating with the position detector to obtain the position information and the identification information of the physical object and then update a configuration of a corresponding virtual role in the game environment (a role data table) according to the position information and the identification information of the physical object. A game player can control a progress of a game by simply using the physical object and the position detector. | 04-29-2010 |
20100105478 | Mind-control toys and methods of interaction therewith - A mind-control toy is provided, comprising one or more biosensors configured to detect brainwave activity and generate signals based on the detected brainwave activity. A controller may be responsive to the signals to direct a member to effect movement of one or more objects. In some embodiments, the member includes a device for suspending the object in midair above the device, and the controller is responsive to the first signal to vary output of the device to control a suspended height of the object. In some such embodiments, the mind-control toy includes an obstacle course defining an aerial path. In other such embodiments, the mind-control toy includes a track along which players can compete or cooperate. In other embodiments, the mind-control toy includes a maze, a portion of which may be rotated using mind control to maneuver the object from a start zone to an end zone. | 04-29-2010 |
20100113150 | System and method for game playing using vestibular stimulation - A method of gaming is generally described which includes detecting motions associated with the user by a feedback sensor device and providing motion information from the feedback sensor device to the game device. The method also includes providing a vestibular stimulation signal to a user, by a vestibular stimulation device in communication with a game device in response to the motion information and the game content. | 05-06-2010 |
20100113151 | GAME APPARATUS AND COMPUTER READABLE STORAGE MEDIUM HAVING GAME PROGRAM STORED THEREON - First, operation data including at least acceleration data and angular velocity data is obtained from an input device including at least an acceleration sensor and a gyrosensor. Next, based on the acceleration data and the angular velocity data, a moving velocity of the input device itself and/or a relative positional relationship between the input device and a center of a rotation motion applied on the input device itself is estimated. Then, predetermined game processing is executed based on the estimated moving velocity and/or relative positional relationship. | 05-06-2010 |
20100113152 | COMPUTER GAMES BASED ON MENTAL IMAGERY - A method for playing computer games on a computerized game system having a display, memory and one or more input devices. The method includes one or more acts of pre-game activity and one or more acts of game activity. The pre-game activity includes learning rules of the game including observing one or more objects related to the game on the display, thereby forming a visual percept of the objects, and transforming the visual percept of the objects into a mental image percept of the objects, in the absence of a visual percept of the objects. At the game activity one or more of objects are invisible. The game activity includes activating one or more of the input devices and inputting data in dependence upon the mental imagery percept of the invisible objects, thereby forming play input data. The game activity further includes receiving feedback that corresponds to the play input data and activating one or more of the input devices to form additional play input data in dependence upon the received feedback. | 05-06-2010 |
20100137064 | Sigils for Use with Apparel - Apparel is disclosed that can be worn to assist an interactive game in tracking the movement of the wearer. More particularly, the apparel may include one or more tracking marks formed of designs, patterns, or reflective materials that can be easily tracked by an interactive game employing one or more cameras or other detectors for detecting a change in position of an object. The apparel may take the form of, for example, hats, shirts, jackets, pants, gloves, and shoes. By providing tracking marks on apparel, rather than using a special-purpose device that must be separately worn, a player may enjoy a more natural feel when playing the interactive game. Further, the player need not don any special equipment to play the game. Instead, a user can wear the apparel for everyday purposes, and then simply begin playing the game wearing the apparel without having to put on any additional equipment. The apparel may use reflective materials, and the interactive game can employ a camera and a light source configuration where the camera is located within the observation angle of a player employing retroreflective materials reflecting light from the light source. | 06-03-2010 |
20100144436 | Control Device for Communicating Visual Information - Methods and systems for interfacing a control device with a computer program executing at a base computing device are presented. The method generates a visual cue at a spherical section of the control device and captures an image of the visual cue using an image capture device connected to the base computing device. Further, the method determines whether the visual cue is user feedback or input for the computer program, and processes the visual cue at the base computing device when the visual cue is an input. Additionally, a state of an object being processed is updated by the computer program in response to the input to drive interactivity with the computer program via the control device. | 06-10-2010 |
20100144437 | SUPPORT FOR A VIDEO GAME CONTROLLER - A support means for a controller for controlling a game which simulates a human activity involving hand and foot movements, for example the driving of a vehicle, the controller comprising a hand-operated device and a foot-operated device operable by a player of the game to cause the game to simulate such movements. The support means comprises a base ( | 06-10-2010 |
20100144438 | APPARATUS AND METHOD FOR CLASSIFYING GROUPS OF USERS - An apparatus and method to group users based on bio-information of the users. A two-dimensional bio-information space is generated from first and second dimensions which represent, respectively, first and second characteristics of the bio-information of the users. The users are arranged in the bio-information space based on the bio-information, and users are grouped based on the arrangement of the users in the bio-information space. Continuously acquired bio-information is used to re-group users. | 06-10-2010 |
20100151946 | SYSTEM AND METHOD FOR EXECUTING A GAME PROCESS - A 3-D imaging system for recognition and interpretation of gestures to control a computer. The system includes a 3-D imaging system that performs gesture recognition and interpretation based on a previous mapping of a plurality of hand poses and orientations to user commands for a given user. When the user is identified to the system, the imaging system images gestures presented by the user, performs a lookup for the user command associated with the captured image(s), and executes the user command(s) to effect control of the computer, programs, and connected devices. | 06-17-2010 |
20100167819 | CONTROLLING AN INTERACTIVE STORY THROUGH MANIPULATION OF SIMULATED CHARACTER MENTAL STATE - In various embodiments, methods and systems are provided for simulating the effect of mental state on character behavior in an interactive story environment. One method embodiment includes facilitating manipulation of a simulated mental state model of a character in the interactive story, wherein the mental state model comprises at least one pre-behavior representation associated with at least one character behavior which may be a thought, verbal expression, or action, for example; and, applying the manipulated mental state model to generate at least one behavior of the character in the interactive story. | 07-01-2010 |
20100173710 | PATTERN CODES USED FOR INTERACTIVE CONTROL OF COMPUTER APPLICATIONS - Methods for determining input to be supplied to a computer program are provided. One of the methods include processing a first video frame having a pattern code before light is applied to the pattern code. The first video frame defines a first characteristic of the pattern code, and the pattern code is defined by at least two tags. The method further includes processing a second video frame having the pattern code when light is applied to the pattern code, such that the second video frame defines a second characteristic of the pattern code. Then, decoding the first characteristic and the second characteristic of the pattern code to produce decoded information. An interactive command is then initiated to the computer program. A type of the interactive command is defined by the decoded information, wherein one of the tags has a reflective surface and one of the tags has a non-reflective surface. | 07-08-2010 |
20100197402 | SECURE AND/OR LOCKABLE CONNECTING ARRANGEMENT FOR VIDEO GAME SYSTEM - Compatible mechanical and/or electrical connections to video game system accessories provide unique shape, design and dimensions that discourage or prevent non-compatible devices from being connected, connector configurations that allow connection only in a proper orientation to ensure electrical compatibility and eliminate the possibility of short-circuits, quick release locking arrangement firmly mechanically holds mating connectors together despite extensive movement of the game player's arms and hands, staged electrical contacting sequence provides proper signal application sequence, and wrist strap to tether handheld remote controller to hand is attached to a locking connector that mates with a connector of the remote controller. | 08-05-2010 |
20100197403 | Portable Electronic Device and Computer Software Product - The invention relates to a portable electronic device and computer software product. The portable electronic device comprises a motion detector for generating motion data characterizing the local movement of the portable electronic device, a motion intensity determiner for determining a instantaneous motion intensity value of the user of the portable electronic device from the motion data, and an active time counter for determining an active time accumulation that sums up the time periods, during which the instantaneous motion intensity value meets predefined activity criteria. | 08-05-2010 |
20100210361 | System and method for providing user interaction with projected three-dimensional environments - There is provided an interactive device capable of providing input data to a computer program in response to user interactions, the interface device comprising a first position sensor reading a sensed location of the interface device having a free roaming movement in a three-dimensional space, a direction vector determination device determining a direction vector indicating an aiming direction, and a transmission system communicating aim information to an external device implementing the computer program. The transmission system may include a transmitter for the direction vector and/or a transmitter for the sensed location. The computer program can use the aim information and input data to support a projected 3D game environment or other application providing sensory feedback in response to the user interactions. Multiple interactive devices having unique identifiers may also be supported. The interactive device enables significant freedom to roam relative to implementing equipment, as compared to existing interactive devices having only a limited range of movement relative to implementing equipment. | 08-19-2010 |
20100216551 | VIDEO GAME AND PERIPHERAL FOR SAME - A video game controller with a position sensor and a proximity sensor provides user input signals for use in determining game states. The video game controller can have a board or deck like surface similar to that of a skateboard, and the proximity sensor can be used to determine if a grab of the board has been attempted. A video game associated with the video game controller can provide a skateboard or other game in which a skateboard and skateboarding character are responsive to a game player's manipulation of the video game controller. | 08-26-2010 |
20100222145 | GAMING SYSTEM AND GAME CONTROLLER - A game controller comprising: a plurality of random result generators, whereby a separate game is playable using each one of the random result generators; and a game play coordinator adapted to, when two or more games are selected for play by a player, for each selected game, trigger the random result generator used for the relevant game to generate a random result for the game, such that two or more games are simultaneously playable by the player. | 09-02-2010 |
20100222146 | Common Controller - A common game controller is compatible with multiple platforms including game devices and general purpose processors. The common controller can be utilized by both developers and users. Game software can easily be implemented on multiple platforms. Common source code can be developed and compiled to run on multiple systems, for example XBOX 360®, WINDOWS XP®, and WINDOWS® VISTA. Users only have to learn and get familiar with a single game controller. The common controller includes a Universal Serial Bus (USB) compatible interface allowing the controller to be coupled to multiple types of platforms. The common controller can also include a wireless interface. | 09-02-2010 |
20100240457 | 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, 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, and a character controller which moves a character along the outer surface of the object. The character controller allows the character to move between two-dimensional planes of objects rendered in such a manner that the objects are adjacent to each other in the two-dimensional planes generated by the first rendering unit, and the game device further includes a search unit which searches a set of objects lying within a predetermined range of distance in the two-dimensional plane, and changes the point of view or line of sight so that the searched objects can be rendered adjacently to each other in the two-dimensional plane. | 09-23-2010 |
20100240458 | VIDEO GAME HARDWARE SYSTEMS AND SOFTWARE METHODS USING ELECTROENCEPHALOGROPHY - A player's mental attributes may be determined and used in interacting with video games or training programs through a video game system. The video game system may include a biometric controller such as an EEG device or configured to detect a level of attention and a level of relaxation of the player through electrical impulses exhibited by a player's brain and/or pulse oximetry monitoring device. These determined levels of attention and relaxation may be interpreted by the video game system into one or more actions in or changes to a video game environment. Additionally or alternatively, video games may be used to train a player to lower stress and improve concentration or focus. The games may be entertainment based or non-entertainment related (e.g., instructional/exercise focused). Further, combinations of controllers may be used to control various aspects of a video game or training program to exercise both body and mind. | 09-23-2010 |
20100248832 | CONTROL OF VIDEO GAME VIA MICROPHONE - Embodiments are disclosed that relate to the control of a microphone-based video game. For example, one disclosed embodiment provides a method of operating a microphone-based video game, wherein the method comprises presenting the video game on a display, receiving one or more motion sensor signals from a microphone comprising a motion sensor, detecting a change of state of the microphone between an in-use state and an inactive state based upon the one or more motion sensor signals received from the microphone, and in response to the change of state of the microphone, changing a number of representations of players displayed in the video game. | 09-30-2010 |
20100248833 | GAME APPARATUS AND GAME PROGRAM - The game apparatus obtains angular velocity data and acceleration data from an input device equipped with at least an angular velocity sensor and an acceleration sensor, and determines whether or not a ball has been thrown in accordance with the angular velocity data. When it is determined that ball-throwing is fulfilled, the game apparatus calculates the intensity of swinging the input device and a curve amount. The game apparatus applies a force and a curve to a ball in accordance with the calculated intensity of swinging and the curve amount, and performs a process of causing the ball to move and curve in a predetermined direction. | 09-30-2010 |
20100248834 | COMPUTER READABLE STORAGE MEDIUM HAVING INFORMATION PROCESSING PROGRAM STORED THEREON AND INFORMATION PROCESSING APPARATUS - Based on posture/motion information which is output from predetermined detection means for detecting a posture or a motion of an input device operated by a user, a posture of the input device at a predetermined timing is calculated and stored as a reference posture. Then, based on the posture/motion information, the posture of the input device is constantly calculated as a current posture, and a difference of the current posture from the reference posture is calculated. In addition, based on the difference between the posture/motion information and the posture difference, a re-calculation necessity degree, which represents the necessity degree of re-calculation of the reference posture, is constantly calculated. When the re-calculation necessity degree exceeds a predetermined value, a presentation for urging the re-calculation of the reference posture is made. | 09-30-2010 |
20100248835 | COMPUTER READABLE STORAGE MEDIUM HAVING GAME PROGRAM STORED THEREON AND GAME APPARATUS - Posture/motion information is repeatedly obtained from predetermined detection means for detecting a posture or a motion of an input device operated by a user, and a power value used for moving an object in a virtual space is calculated. In addition, a follow-up power value, which follows the calculated power value, is repeatedly calculated based on the posture/motion information. Then, the object is moved based on the follow-up power value. | 09-30-2010 |
20100248836 | COMPUTER READABLE STORAGE MEDIUM HAVING GAME PROGRAM STORED THEREON AND GAME APPARATUS - Based on posture/motion information obtained from predetermined detection means for detecting a posture or a motion of an input device operated by a user, a virtual plane is calculated at a predetermined timing and set as reference plane. Then, based on motion information, the posture of the input device is calculated as necessary. In accordance with the posture of the input device with respect to the reference plane, predetermined game processing such as moving an object in a virtual space or the like is executed. | 09-30-2010 |
20100248837 | COMPUTER READABLE STORAGE MEDIUM HAVING GAME PROGRAM STORED THEREON AND GAME APPARATUS - Based on posture/motion information obtained from predetermined detection means for detecting a posture or a motion of an input device operated by a user, power value data, which is a parameter representing the power to be given to an object is calculated. In addition, a braking power applied to the input device is calculated based on the posture/motion information. Then, the object is moved based on the power value data and the braking value data. | 09-30-2010 |
20100248838 | GAME APPARATUS, COMPUTER-READABLE RECORDING MEDIUM RECORDED WITH A PROGRAM FOR GAME APPARATUS, AND METHOD OF CONTROLLING IMAGE OBJECT - A game apparatus includes a main apparatus, an image display apparatus including a display screen, a controller including an acceleration sensor, and a game executing section. The game executing section determines whether or not an acceleration signal generated is normal, based on a first half wave signal of the acceleration signal occurring in an axial direction when the controller is moved. The game executing section moves an image object based on a second half wave signal occurring subsequent to the first half wave signal and having a reversed polarity. The game executing section executes display control to move the image object back to a home position upon detecting that the second half wave signal reaches a peak. Thus, displaying the image object may be controlled according to the movement of the controller. The display control may be executed based on a normal acceleration signal without performing complicated steps. | 09-30-2010 |
20100261527 | METHODS AND SYSTEMS FOR ENABLING CONTROL OF ARTIFICIAL INTELLIGENCE GAME CHARACTERS - An apparatus and method that facilitates control of AI characters in a video game is provided. A method for controlling an artificial-intelligence (AI) character comprises entering a command mode which enables control of the AI character, and occurs while substantially maintaining an existing display of the game, thereby preserving the immersive experience of the video game for the player. A plurality of locations are sequentially specified within a virtual space of the game, the plurality of locations defining a path for the AI character. Finally, the AI character is moved along the path to the plurality of locations in the order they were specified. The plurality of locations may be specified by maneuvering a reticle, and selecting each of the locations. A node is displayed in the existing display of the game at each of the plurality of locations. A series of lines connecting the nodes is displayed in the existing display of the game, thus illustrating the path that the AI character may take in moving to each of the plurality of locations. | 10-14-2010 |
20100261528 | GAME DEVICE, CONTROL METHOD FOR GAME DEVICE, PROGRAM, AND INFORMATION STORAGE MEDIUM - To provide a game device capable of improving reality regarding an operation of a game in which an attack on one or more attack targets is performed. Remaining number-of-times information storage means ( | 10-14-2010 |
20100261529 | DISTINGUISHING MULTIPLE PERIPHERALS IN WAGERING GAME - Apparatus, systems, and methods may operate to physically locate substantially similar or identical universal serial bus (USB) peripherals by receiving matching identification information from a plurality of USB peripherals coupled to a wagering game machine, and associating each one of the USB peripherals having the matching identification information with a corresponding predetermined physical location. Association may occur via automated reading of location indication devices, such as USB hubs having location-specific coupled to the USB peripherals. Other apparatus, systems, and methods are disclosed. | 10-14-2010 |
20100261530 | GAME CONTROLLER SIMULATING PARTS OF THE HUMAN ANATOMY - Methods, systems and computer program products of the present invention provide a simulated part of a human anatomy. The simulated human part may be an apparatus associated with a computer program for simulating a part of the human anatomy comprising one or more sensors. The apparatus may be connected to a computing device either through a wired medium or wirelessly. The computing device may receive a data input from at least one of the plurality of sensors that may be located in the vicinity of the apparatus. The sensors may be a pressure sensor, humidity sensor, motion sensor or some other types of sensor. Data received from the apparatus at the computing device may be stored in a database and may be associated with a region of the apparatus having one or more sensors. | 10-14-2010 |
20100273556 | SYSTEMS AND METHODS FOR INTERACTIVE GAME PLAY - A multi-media interactive play system has a number of play elements situated in a variety of play environments or play media. The play elements are linked to a common record of participant performance, progress, character attributes, etc. The participant's performance in the play elements determines the play elements to which the participant may proceed as well as the play parameters of the play element in which the participant is currently involved. The play elements are thus interlinked to define a sequence or path network along which the participant advances. By advancing through the play elements the participant carries out a plot, story, theme, etc. that attaches a significance to the successful completion of a given play element or elements. Also disclosed in a variety of play elements suitable for use in the system, an example of a plot or theme that may be carried out by the system, and a send/receive radio frequency network that may be used to track play participants in a play center. | 10-28-2010 |
20100285878 | Gaming machine with game freeze feature - The game freeze feature allows a player to pause or suspend play at a gaming machine and later resume play. The player may suspend play during a game or between games as desired. In one embodiment, the player must provide authenticating information to suspend a game. The authenticating information may subsequently be used to resume the suspended game. If a game is not resumed within an allotted time limit, the player's credits, wager, or both may be forfeited and the game reset to allow a new game to be played. The player may reclaim forfeited wagers and credits by providing the authenticating information used to suspend a game. The game freeze feature provides the benefit of allowing players to reserve gaming machines or to take a break from play. | 11-11-2010 |
20100285879 | Base Station for Position Location - In one embodiment, a system to interface with a game console to control a video game is disclosed. The system includes a game console and a base station that is interfaced with the game console. The base station has processing circuitry that is configured to send and receive data between the base station and the game console. The base station is also configured to process position data. The system also includes a controller that is interfaced with the base station. The controller has hardware to process movement data of the controller and communicate the movement data to the base station. The base station processes the position data of the controller, and relays the position data from the base station to the game console to determine a relative position of the controller to the base station. Wherein changes in the relative position of the controller facilitate interactive control with the video game. | 11-11-2010 |
20100285880 | SYSTEM AND METHOD FOR INTERACTION IN A VIRTUAL ENVIRONMENT - A system and method for implementing game play are disclosed. In one embodiment, the method comprises defining, in a game play controller object, at least one game play rule of a virtual multiplayer game, maintaining, in the game play controller object, at least one game play state, maintaining, in a virtual object controller object, at least one state of a virtual object in a virtual multiplayer game environment, wherein the virtual object is one of a plurality of object types, receiving, over a network, user commands regarding the virtual object, and executing the game play rule based on the received instructions and the object type of the virtual object, wherein the execution of the game play rule modifies the game play state. | 11-11-2010 |
20100292006 | SYSTEM AND METHOD FOR A LOCAL GAMER NETWORK - Various embodiments of the invention provides for systems and methods for multi-participant controller systems. Specifically, some embodiments of the invention enable two or more participants to take part in a multi-participant interactive software running on a computing system. In addition, some of these embodiments allow for multi-participant interactive software, such as a dance-oriented or music-based video game, to time-shift the scoring of inputs from each participant during an activity session. | 11-18-2010 |
20100292007 | Systems and methods for control device including a movement detector - An example image processing system and method uses a control device including a movement detector. Gesture inputs corresponding to a gesture made by moving the control device are used for animation. An animation begins based on at least one gesture input received prior to completion of the gesture and the animation is modified based on at least one gesture input received after the beginning of the animation. | 11-18-2010 |
20100292008 | GAME DEVICE, GAME PROCESSING METHOD, INFORMATION RECORDING MEDIUM, AND PROGRAM - In a game device ( | 11-18-2010 |
20100298052 | Combined behavior schedules of reinforcement system - Disclosed is a device to modify the behavior of a user and a method of operating the device. The device may be a gaming device. The gaming device comprises a display, an input device, a timer and a processor circuit in communication with the display, the input device and the timer. The processor circuit calculates a frequency of inputs from the input device and determines a game result utilizing a combined differential reinforcement of high rate schedule and a variable interval schedule and causes the display to display the game result to the user. The method comprises receiving a plurality of inputs from the user at a user input device, calculating a frequency of input from the plurality of inputs, determining a result from the inputs utilizing a combined differential reinforcement of high rate schedule and a variable interval schedule and providing the result to said user. | 11-25-2010 |
20100304863 | BIASING A MUSICAL PERFORMANCE INPUT TO A PART - Described are methods, systems, and apparatuses, including computer program products, for biasing a musical performance input of a player of a rhythm-action game to a part in the game. In one aspect this is accomplished by providing, by a game platform, a history of a degree of matching between a prior music performance input data and a prior music data associated with a first part in a musical composition. Then, on a display, a plurality of target music data, each associated with a respective part in the musical composition, is displayed, with one of the plurality being associated with the first part. Music performance input data is received by the game platform via an input device, such as a microphone, and, based on the history, the received music performance input is assigned to the target music data of the plurality that is associated with the first part. | 12-02-2010 |
20100304864 | FEEDBACK APPARATUS FOR A GAME - There is provided a feedback apparatus for a game, the feedback apparatus comprising at least one electrode for attachment to a user of the feedback apparatus; and a control unit for measuring at least one physiological characteristic of the user via the at least one electrode; for determining whether the at least one electrode has been attached correctly to the user for a predefined electro-stimulation signal level based on the measured at least one physiological characteristic; and for providing an electro-stimulation signal at the predefined level to the user via the at least one electrode in response to an output from the game if it is determined that the at least one electrode has been attached correctly to the user. | 12-02-2010 |
20100317438 | GAME DEVICE AND GAME CONTROL METHOD FOR CONTROLLING GAME OF ARRANGING OBJECTS IN PREDEFINED ORDER - A game device includes: an object arrangement modification unit adapted to acknowledge selection of an object subject to movement from among a plurality of objects arranged in one direction in a game field, and to move the selected object to a position requested by a user; a determination unit adapted to refer to a table storing a proper order of arrangement of the plurality of objects, determine whether objects that should be arranged adjacent to each other are properly placed in adjacent positions, and group those objects that are properly placed in adjacent positions if any. The object arrangement modification unit moves the plurality of objects belonging to a group in a block when the grouped objects are selected. | 12-16-2010 |
20100317439 | GAME DEVICE, METHOD OF CONTROLLING GAME DEVICE, PROGRAM, AND INFORMATION STORAGE MEDIUM - To provide a game device capable of allowing a user to feel a difference in state of mind between a player of a winning team and a player of a losing team when defending. A selection unit ( | 12-16-2010 |
20100317440 | GAME DEVICE, METHOD OF CONTROLLING GAME DEVICE, PROGRAM, AND INFORMATION STORAGE MEDIUM - Provided is a game device which allows a reduction in processing load relating to the control of player characters belonging to one team, in a case where any one of player characters belonging to another team is in possession of a moving object. A selecting section ( | 12-16-2010 |
20100323794 | SENSOR BASED HUMAN MOTION DETECTION GAMING WITH FALSE POSITIVE DETECTION - A sensor based human motion detection gaming with false positive detection uses a single sensor or a combination of sensors to measure the physical motions of the player and then uses this motion as input in an interactive game. The interactive game resides on a mobile host such as a mobile phone. The system uses algorithms on the data gathered by the sensors to determine the current physical activity being performed by the player. Game play progression is then based on the physical activity being performed. The system also filters data to detect cheating patterns that may be used by a player to gain an unfair advantage in a game that uses such a system. | 12-23-2010 |
20100323795 | GAME APPARATUS AND GAME PROGRAM - First, operation data is acquired from an input device that is operated by a user. Next, a target is configured, by utilizing the operation data, within a predetermined range which is frontward in a forward direction of a course where a user object should move along and which is defined based on the course. Next, a moving direction of the user object is determined based on a position of the user object and a position of the target. Next, the user object is moved toward the moving direction determined by a moving direction determining means. | 12-23-2010 |
20100331087 | Control apparatus for use with a computer or video game system - A control device for controlling a display of a computer system for use with a video game includes a coordinate control unit for providing information related to a vertical and horizontal tilt of the control device, a mouse control unit for inputting conventional mouse input information, a game control unit for inputting game control information and a controller for processing the information provided by the coordinate control unit, mouse control unit and game control unit. The vertical and horizontal point of view of the user in the video game and/or the vertical and horizontal position of a cursor on the display is determined based on the information related to the vertical and horizontal tilt of the control device. The control device is preferably shaped like a firearm to enhance the realism of the video game, but may be shaped like a conventional game pad. | 12-30-2010 |
20110009192 | APPARATUS AND METHOD FOR MANAGING OPERATIONS OF ACCESSORIES - A system that incorporates teachings of the present disclosure may include, for example, a computing device having a controller to present a plurality of associable actions and a plurality of accessories of distinct operational types, associate an action with an input function of a select one of the plurality of accessories, monitor the selected accessory for a stimulation of the input function, and transmit the action to an operating system to launch a first software application or to convey to a second software application the action or an aspect of the action. Additional embodiments are disclosed. | 01-13-2011 |
20110009193 | PLAYER BIOFEEDBACK FOR DYNAMICALLY CONTROLLING A VIDEO GAME STATE - Various embodiments are directed towards employing one or more physical sensors arranged on or in proximity to a video game player to obtain biofeedback measures that are then useable to dynamically modify a state of play of a video game. The sensors may be connected or even un-connected to the game player, replace, or otherwise augment traditional physical game controllers. The sensors gather various biofeedback measures and provide such measures to a biofeedback application programming interface (API). Before and/or during video game play, the video game queries the biofeedback API to request inferences about the game player's state of arousal. The response to the query is then used to modify the state of the video game play. Where the video game is a multi-player video game, biofeedback measures from other game players may also be obtained and used to further modify the state of the video game play. | 01-13-2011 |
20110009194 | ACOUSTIC MOTION CAPTURE - A motion-capture system containing a base-unit and one or more mobile-articles The base-unit contains two or more acoustic transmitters, each transmitting an acoustic signal, an RF transmitter transmitting a synchronization signal, and an RF receiver for receive timing data transmitted from the mobile-articles. The synchronization signal and the acoustic signals are transmitted synchronously, and the timing data contains time measuring information associated with time delay at the mobile-article, between the synchronization signal and the acoustic signals. | 01-13-2011 |
20110014981 | TRACKING DEVICE WITH SOUND EMITTER FOR USE IN OBTAINING INFORMATION FOR CONTROLLING GAME PROGRAM EXECUTION - A tracking device may include a body, a sound emitter operable to emit a sound, an array of two or more microphones adapted to produce discrete time domain input signals at a runtime, one or more processors coupled to the array of two or more microphones; and a memory coupled to the microphones and the processor. The memory has a set of processor readable instructions embodied therein. The instructions include one or more instructions for: | 01-20-2011 |
20110014982 | POSITION DETECTION SYSTEM, POSITION DETECTION METHOD, INFORMATION STORAGE MEDIUM, AND IMAGE GENERATION DEVICE - A position detection system includes an image acquisition section that acquires an image from an imaging device when the imaging device has acquired an image of an imaging area corresponding to a pointing position from a display image generated by embedding a marker image as a position detection pattern in an original image, and a position detection section that performs a calculation process that detects the marker image embedded in the acquired image based on the acquired image to determine the pointing position corresponding to the imaging area. | 01-20-2011 |
20110034248 | APPARATUS FOR ASSOCIATING PHYSICAL CHARACTERISTICS WITH COMMANDS - A system that incorporates teachings of the present disclosure may include, for example, a biometric accessory having a controller to detect at least one of navigation information and biometric information associated with a user of the accessory, and transmit at least one of the navigation information and biometric information to a software application, wherein an input function of the accessory which is correlated with at least one of the navigation information and the biometric information is assigned to an action of a plurality of associable actions by the software application, wherein a stimulation of the input function is detected by the software application, wherein the action is retrieved by the software application based on the stimulation being detected, and wherein the retrieved associable action is transmitted by the software application to an operating system. Additional embodiments are disclosed. | 02-10-2011 |
20110034249 | GAME DEVICE, GAME DEVICE CONTROL METHOD, AND INFORMATION STORAGE MEDIUM - A final result determining section determines a final result of a related match which is carried out in parallel with at least a part of a main match in which a target instructed by a game player participates. A main match performing section carries out the main match. An interim result output control section causes an output section to output an interim result of the related match in a case where the main match is being carried out. An interim result determining section determines the interim result of the related match to be output in the case where the main match is being carried out, based on an interim result of the main match and the final result of the related match. | 02-10-2011 |
20110039620 | GAME MACHINE AND MOVEMENT CONTROL METHOD OF CHARACTER - In a game where a character is moved at a high speed to a goal along a path that is set in a virtual three-dimensional space, an operation mistake is better prevented in a movement operation of the character. | 02-17-2011 |
20110065508 | GAME DEVICE, CONTROL METHOD FOR GAME DEVICE, AND INFORMATION STORAGE MEDIUM - Provided is a game device for executing a game of a sport to be played by using a moving object including: a position acquiring section for acquiring an initial position of the moving object when the moving object starts to move in a game space; a direction acquiring section for acquiring an initial direction of the moving object when the moving object starts to move in the game space; and a movement control section for causing the moving object to start to move based on the initial position acquired by the position acquiring section and the initial direction acquired by the direction acquiring section, to thereby move the moving object, in which the movement control section changes a moving direction of the moving object a plurality of times to a moving direction determined based on an original moving direction of the moving object and a random number. | 03-17-2011 |
20110077082 | Illuminating Controller for Interfacing with a Gaming System - A controller for use in interfacing with a computer game. The controller includes a handle having at least one button, and a spherically shaped object connected to only one end of the handle. The spherically shaped object is defined from a translucent plastic material. Further included as part of the controller is an illuminating means defined within the spherically shaped object. A circuit is also provided for interpreting input data from the at least one button and communicating data wirelessly. The circuit is further configured to interface with the illuminating means to trigger illumination of the spherically shaped object to switch from an un-illuminated color to an illuminated color. | 03-31-2011 |
20110086706 | Playing Browser Based Games with Alternative Controls and Interfaces - Methods, systems, and computer programs for playing browser based game with alternative controls and interfaces are presented. In one method, a definition of native inputs defined for the game is received. The native inputs are originated in a native device and are capable of causing actions in the game. Further, the method detects an alternate device that does not have all the native inputs. The native inputs are mapped from the native device to alternate inputs from the alternate device. The inputs generated with the alternate device are translated to corresponding native inputs according to the mapping and causing the corresponding actions in the game. In another method, a game area inside a web page is identified for playing the game. The game area is expanded by increasing the size of the game area while decreasing the size of other elements in the web page. | 04-14-2011 |
20110086707 | Transferable exercise video game system for use with fitness equipment - One embodiment of a wearable exergaming system comprised of control push-buttons and motion sensor worn by the player, communicating wirelessly with a portable computer/display placed on the fitness equipment in front of the player. This allows a fully portable exergaming system, that can be used on a number of different fitness machines, which is easily transferable from person to person and machine to machine. Other embodiments are described. | 04-14-2011 |
20110086708 | SYSTEM FOR TRACKING USER MANIPULATIONS WITHIN AN ENVIRONMENT - Systems, methods and for analyzing game control input data are disclosed. A machine-readable medium having embodied thereon instructions for analyzing game control input data is also disclosed. | 04-14-2011 |
20110098114 | BEHAVIOR CONTROL DATA GENERATION SYSTEM, GENERATION METHOD FOR BEHAVIOR CONTROL DATA, INFORMATION PROCESSING DEVICE, CONTROL METHOD FOR AN INFORMATION PROCESSING DEVICE, AND INFORMATION STORAGE MEDIUM - A base data acquisition section acquires, as base data, a combination of operation data related to an operation performed by a user between a first time corresponding to a collision between a moving object and any one of predetermined objects and a second time corresponding to a subsequent collision between the moving object and any one of the predetermined objects, and state data related to a state of a plurality of character objects or a plurality of character object groups and the moving object at the first time. | 04-28-2011 |
20110111851 | COMPUTER READABLE STORAGE MEDIUM HAVING GAME PROGRAM STORED THEREON, GAME APPARATUS, AND GAME CONTROL METHOD - Manual operation means controls a motion of an operation target character in accordance with operation data outputted from an input device. Automatic motion control means controls the motion of the operation target character in accordance with a series of pieces of operation data which are prepared in advance. Game control means performs a first process when a first condition is satisfied as a result of control of the motion of the operation target character by the manual operation means only in a predetermined interval in a game in progress, performs a second process which is different from the first process when a second condition is satisfied, and executes the first when the control of the motion is performed by the automatic motion control means in at least a part of the interval regardless of whichever condition is satisfied. | 05-12-2011 |
20110118021 | SCHEME FOR TRANSLATING MOVEMENTS OF A HAND-HELD CONTROLLER INTO INPUTS FOR A SYSTEM - One embodiment provides a method for use in providing input to a system that includes the steps of determining position information for a controller for the system, comparing the determined position information for the controller with predetermined position information associated with commands, and providing a command to the system if the determined position information matches predetermined position information for the command. | 05-19-2011 |
20110124413 | HAPTIC-SIMULATION HOME-VIDEO GAME - A home-video game equipped with a haptic-simulation seat configured to operate on gaming data generated by the user and gaming-feedback data utilized by a force-feedback gaming console. | 05-26-2011 |
20110159958 | GAME DEVICE, METHOD FOR CONTROLLING GAME, GAME CONTROL PROGRAM AND COMPUTER READABLE RECORDING MEDIUM STORING PROGRAM - A game device capable of controlling a game without a special game operation is provided. | 06-30-2011 |
20110165943 | Flight and Motion Simulator Control Mechanism - A flight and motion simulator control mechanism that uses an existing computer and commercially available flight simulator software to physically simulate and control the motions of personal flight. The control mechanism translates the movements of a user suspended from the mechanism into pitch and yaw commands to the flight simulator environment. The computer generated flight simulation is projected onto a screen encompassing the user's field of vision providing the sensation of flying and controlling the flight through bodily movements. The operator is suspended from the suspension frame which is connected to the stationary base unit. Rather than controlling movement of the computer generated flight in a seated position by manipulating a hand-controlled joystick as if simulating an aircraft cockpit, the user controls movement by shifting his weight forward, backward, left and right thereby simulating personal flight. | 07-07-2011 |
20110172011 | GAME DRUM HAVING MICRO ELECTRICAL MECHANICAL SYSTEM PRESSURE SENSING MODULE - A game drum includes a drum body, a compressible member and a MEMS pressure sensing module. The drum body includes an output interface circuit for coupling with a terminal electronic device. The compressible member is accommodated in the accommodating room of the drum body. The MEMS pressure sensing module includes a MEMS sensor, located under the compressible member, for sensing a pressure applied on the compressible member and converting the pressure values into electronic signals, a processing unit for calculating a value of the pressure according to the electronic signals, and a power supply unit for supplying power to the processing unit and the transmitting unit. The processing unit is connected with the output interface circuit such that a user is able to obtain the pressure value from the terminal electronic apparatus. | 07-14-2011 |
20110183757 | STORAGE MEDIUM HAVING GAME PROGRAM STORED THEREIN, GAME APPARATUS, CONTROL METHOD, AND GAME SYSTEM - A player object is caused to perform a motion in a virtual game world in accordance with information corresponding to a biological signal acquired from a player. Biological signal acquisition means acquires the biological signal from the player. Pulse detection means detects pulse or heartbeat of the player in accordance with the biological signal acquired by the biological signal acquisition means. Player object motion control means causes the player object to discharge a discharge object in the virtual game world when the pulse detection means detects the pulse or the heartbeat. | 07-28-2011 |
20110190055 | VISUAL BASED IDENTITIY TRACKING - A video game system (or other data processing system) can visually identify a person entering a field of view of the system and determine whether the person has been previously interacting with the system. In one embodiment, the system establishes thresholds, enrolls players, performs the video game (or other application) including interacting with a subset of the players based on the enrolling, determines that a person has become detectable in the field of view of the system, automatically determines whether the person is one of the enrolled players, maps the person to an enrolled player and interacts with the person based on the mapping if it is determined that the person is one of the enrolled players, and assigns a new identification to the person and interacts with the person based on the new identification if it is determined that the person is not one of the enrolled players. | 08-04-2011 |
20110190056 | Motion-Sensing Controller, Related Apparatus and Methods - Improved motion-sensing controllers of the invention comprise: a base that allows the motion-sensing controller to transmit any necessary signals remotely; at least one primary button configured for continual actuation of the motion-sensing controller upon being pressed and released; and, optionally, at least one auxiliary button. A motion-sensing controller apparatus of the invention comprises: a case for insertion of a motion-sensing controller therein; at least one retainer capable of securing the motion-sensing controller in the case; optionally, at least one retainer button coupled to the retainer for mechanically facilitating continual and/or momentary actuation of the motion-sensing controller; optionally, at least one connector mechanically coupled to the case for attaching the case to at least one piece of simulated sports, recreation, or similar equipment or portion thereof; and, optionally, at least one retaining clip mechanically coupled to the case for attaching the apparatus to at least one piece of actual sports, recreation, or similar equipment. Various embodiments of apparatus of the invention comprise different combinations and details of such components. Assemblies of the invention comprise such apparatus attached to at least one piece of actual or simulated sports, recreation, or similar equipment or portion thereof. Methods of using controllers and assemblies of the invention to play video games are also disclosed. | 08-04-2011 |
20110190057 | ELECTRONIC SPORT SENSING DEVICE - An electronic sensing device includes a blanket, at least a sensor unit, and a display unit. The blanket has a circuit unit thereon and a plurality of couplers electrically connected to the circuit unit. The sensor unit is detachably fastened to the blanket and electrically connected to the couplers. The sensor unit has an impact surface. The display unit is electrically connected to the circuit unit of the blanket to show a message when the impact surface of the sensor unit receives an external force. | 08-04-2011 |
20110190058 | SYNCHRONIZED VIBRATION DEVICE FOR HAPTIC FEEDBACK - The present invention relates to synchronized vibration devices that can provide haptic feedback to a user. A wide variety of actuator types may be employed to provide synchronized vibration, including linear actuators, rotary actuators, rotating eccentric mass actuators, and rocking mass actuators. A controller may send signals to one or more driver circuits for directing operation of the actuators. The controller may provide direction and amplitude control, vibration control, and frequency control to direct the haptic experience. Parameters such as frequency, phase, amplitude, duration, and direction can be programmed or input as different patterns suitable for use in gaming, virtual reality and real-world situations. | 08-04-2011 |
20110190059 | GAME DEVICE, GAME DEVICE CONTROL METHOD, PROGRAM, AND INFORMATION STORAGE MEDIUM - To provide a game device that, for example, enables dealing with displacement of a standing position of a player during game play. Depression operation receiving means receives a depression operation of the player and outputs information regarding a position depressed by the player. Depressed position acquiring means ( | 08-04-2011 |
20110201427 | ELECTRONIC GAME WITH OVERLAY CARD - Systems and methods related to game consoles, game software and games for play on a game console having a touch screen interface. A card having a pattern defined therein is overlaid on the touch screen. The defined pattern is used to activate portions of the touch screen by guiding user interaction with a touch pad or touch screen. The activated portions of the touch pad or touch screen launch responsive activity in a computer program implemented on the game console. | 08-18-2011 |
20110212778 | VIRTUAL INPUT SYSTEM - For a user having a user input actuator, a virtual interface device, such as for a gaming machine, for determining actuation of a virtual input by the input actuator is disclosed. The device comprises a position sensing device for determining a location of the user input actuator and a controller coupled to the position sensing device, the controller determining whether a portion of the user input actuator is within a virtual input location in space defining the virtual input. | 09-01-2011 |
20110212779 | VIDEO GAME USING DUAL MOTION SENSING CONTROLLERS - An inclination of a first unit is detected based on an output from a first acceleration sensor provided in a first unit of a controller, and an inclination of a second unit is detected based on an output from a second acceleration sensor provided in a second unit separate from the first unit. A difference between the inclinations of the first unit and the second unit is detected, and game control is performed using the detected difference. Thus, with a game apparatus using a plurality of acceleration sensors or a plurality of sensors capable of detecting a motion or a posture, a dynamic play is made possible with a high degree of freedom of motion and an intuitive motion input is realized. | 09-01-2011 |
20110223995 | INTERACTING WITH A COMPUTER BASED APPLICATION - A computing system runs an application (e.g., video game) that interacts with one or more actively engaged users. One or more physical properties of a group are sensed. The group may include the one or more actively engaged users and/or one or more entities not actively engaged with the application. The computing system will determine that the group (or the one or more entities not actively engaged with the application) have performed a predetermined action. A runtime condition of the application is changed in response to determining that the group (or the one or more entities not actively engaged with the computer based application) have performed the predetermined action. Examples of changing a runtime condition include moving an object, changing a score or changing an environmental condition of a video game. | 09-15-2011 |
20110223996 | MULTI-USER COMPUTER-CONTROLLED VIDEO GAMING SYSTEM AND A METHOD OF CONTROLLING AT LEAST ONE GAME MECHANIC - System and method for running a software application, such as a video game for many users. In one embodiment a multi-user computer-controlled video gaming system comprising: at least one display device for displaying video game motion pictures to the plurality of users; a plurality of user input devices, at least one for each user, providing user input data to the computer-controlled video gaming system; a processing unit receiving and processing the user input data from the plurality of input devices to generate control input data for a conjointly control of at least one game mechanic of the performed game; at least one computing device executing a game software application for performing said game, the at least one computing device being controlled by said control input data for providing output to the display device to display the video game motion pictures dependent on said at least one conjointly controlled game mechanic. | 09-15-2011 |
20110223997 | METHOD TO DETECT AND REMOVE AUDIO DISTURBANCES FROM AUDIO SIGNALS CAPTURED AT VIDEO GAME CONTROLLERS - A method for reducing noise disturbance associated with an audio signal received through a microphone that is part of a video game controller, is provided. The method initiates with magnifying a noise disturbance of the audio signal relative to a remaining component of the audio signal. Then, a sampling rate of the audio signal is decreased. Next, an even order derivative is applied to the audio signal having the decreased sampling rate to define a detection signal. Then, the noise disturbance of the audio signal is adjusted according to a statistical average of the detection signal. A system capable of canceling disturbances associated with an audio signal, a video game controller, and an integrated circuit for reducing noise disturbances associated with an audio signal are included. | 09-15-2011 |
20110223998 | GAME DEVICE, METHOD FOR CONTROLLING GAME DEVICE, PROGRAM AND INFORMATION STORING MEDIUM - To provide a game device capable of improving operability of operation means. First acquisition means ( | 09-15-2011 |
20110230266 | GAME DEVICE, CONTROL METHOD FOR A GAME DEVICE, AND NON-TRANSITORY INFORMATION STORAGE MEDIUM - A position acquiring unit acquires, from a position information generating unit, three-dimensional position information relating to a position of a player, the position information generating unit generating the three-dimensional position information based on a photographed image acquired from a photographing unit for photographing the player and depth information relating to a distance between a measurement reference position of a depth measuring unit and the player. A determination unit determines whether or not the position of the player is contained in a determination subject space. A game processing execution unit executes game processing based on a result of the determination made by the determination unit. A determination subject space changing unit changes, in a case where it is determined that the position of the player is not contained in the determination subject space, a position of the determination subject space based on the position of the player. | 09-22-2011 |
20110244962 | Simulate controller - A simulate controller for incorporating with a game controller of a game console includes a first holder, a second holder, and a joint member for connecting the first and second holders to simulate a corresponding movement between a first controller received in the first holder and a second controller received in the second holder, in such manner that the related movements between the first and second controllers as a requirement of a subject of a video game of the game console are capable of being accurately operated. The simulate controller further has a shape similar to the subject of the video game of the game console, so as to enhance to realistic feeling of the subject of the video game. | 10-06-2011 |
20110250964 | GAMEPIECE CONTROLLER USING A MOVABLE POSITION-SENSING DISPLAY DEVICE INCLUDING A MOVEMENT CURRENCY MODE OF MOVEMENT - Embodiments of the invention provide a method and apparatus for moving a gamepiece in an electronic game where gamepieces are moved by user movement of devices. For example, cell phones may be used to control gamepiece movement on a table top or other surface. Each user moves their respective cell phone to control the movement of their gamepiece. Other user controls can be used to provide additional interaction. One embodiment discloses a tank game where each user operates a tank that is used to shoot at other user gamepieces in real time as the users move about a table top surface. Details are provided of two specific types of movement, but other types of movement are possible. | 10-13-2011 |
20110250965 | GAMEPIECE CONTROLLER USING A MOVABLE POSITION-SENSING DISPLAY DEVICE INCLUDING A MOVEMENT CURRENCY MODE OF MOVEMENT - Embodiments of the invention provide a method and apparatus for moving a gamepiece in an electronic game where gamepieces are moved by user movement of devices. For example, cell phones may be used to control gamepiece movement on a table top or other surface. Each user moves their respective cell phone to control the movement of their gamepiece. Other user controls can be used to provide additional interaction. One embodiment discloses a tank game where each user operates a tank that is used to shoot at other user gamepieces in real time as the users move about a table top surface. Details are provided of two specific types of movement, but other types of movement are possible. | 10-13-2011 |
20110250966 | USER INTERFACE PROCESSING APPARATUS, METHOD OF PROCESSING USER INTERFACE, AND PROGRAM FOR PROCESSING USER INTERFACE - Spotlight information that contains at least coordinate information indicating a coordinate at which an object is positioned is generated in accordance with a selection operation for selecting the object. A spotlight screen, including a spotlight illuminating region for receiving an operation input and a darkened region for receiving a request to cancel the selection operation, is displayed in accordance with the generated spotlight information. The received selection operation is determined in a case where a selection of the spotlight illuminating region is received. A predetermined region having its center at a coordinate at which the object is positioned is determined as the spotlight illuminating region. A predetermined region including a coordinate on which an object, for which the selection operation is not received, exists is determined as the darkened region in a case where there is the object within the spotlight illuminating region. | 10-13-2011 |
20110256928 | COMPUTER GAME INTERFACE - A computer game interface is disclosed, having controller inputs configured to receive an input signal from a user interface controller and to enable the user to control a user controllable element of a game on a computer. The computer game interface also has a controller output that sends an output signal to the computer, the output signal having information to control the user controllable element of the game. Another element of the computer game interface is a switching module in communication with the controller inputs and the controller output. The switching module selects an input signal from the input signals received by the controller inputs and communicates the input signal to the controller output. An additional element of the computer game interface is a timer controlling the switching module to switch the input signal communicated to the controller output based on a time period. | 10-20-2011 |
20110263327 | INFORMATION PROCESSING SYSTEM AND ATTACHMENT DEVICE - A game system as an information processing system includes a game apparatus and a controller, and the controller is attached with an attachment device. In a case that a slit plate of the attachment device is removed, the controller detects positions of high-intensity parts as to infrared ray output from markers provided on a monitor, and designates coordinates on the monitor screen thereby. Alternatively, in a case that the slit plate is loaded, when a card printed and so forth with a dot pattern is slid along a guide groove of the attachment device, a position of a high-intensity part of a plurality of dots to which infrared ray is irradiated is detected, so that information processing based on the dot pattern is executed. | 10-27-2011 |
20110263328 | OPERATING DEVICE AND INFORMATION PROCESSING SYSTEM - An operating device has a narrow housing, and in this housing, an acceleration sensor and/or a gyro sensor are accommodated. Operation data inclusive of acceleration data and/or angular velocity data acquired from the acceleration sensor and/or the gyro sensor is transmitted by an operation data transmitter. Then, at a lower end of the housing, an elastic member having a spherical surface or substantially a spherical surface is provided. | 10-27-2011 |
20110263329 | Operating Device - Provided is an operation device which allows various kinds of operation information to be input to a main body thereof as needed without unnecessarily increasing the weight of the operation device. The operation device includes: the main body having a shape elongated from one end to another end; a light emitting member provided to the one end of the main body; and a connection portion provided to the other end of the main body, to which an arbitrary one of a plurality of other operation devices is to be connected. | 10-27-2011 |
20110269542 | SENSING BALL GAME MACHINE - A sensing baseball game apparatus ( | 11-03-2011 |
20110275434 | METHODS FOR CONTROLLING A PROCESS OF A GAME AND ELECTRONIC DEVICES UTILIZING THE SAME - An electronic device comprises a microphone array, a signal processor and a game controller. The microphone array comprises at least a first microphone unit for capturing at least a first acoustic signal and a second microphone unit for capturing at least a second acoustic signal. The signal processor processes the first and second acoustic signals and obtains at least one characteristic from the first and second acoustic signals. The game controller updates at least one parameter of a game in accordance with the at least one characteristic; thereby controlling a process of the game. | 11-10-2011 |
20110281649 | STEERING COLUMN GAME CONTROLLER - The invention relates to a video game controller ( | 11-17-2011 |
20110281650 | WEIGHT APPLYING UNIT FOR CALIBRATION AND WEIGHT APPLYING METHOD FOR CALIBRATION - A game controller including multiple sensors for detecting a pressure load of a user for use as an input device of a game apparatus. The game controller includes a load platform adapted to receive the pressure load of the user; a plurality of load sensors arranged in the load platform for detecting the pressure load of the user, each load sensor generating an independent detected load signal; and a connector to operationally connect the plurality of load sensors to the game apparatus for transmitting a transmission signal to the game apparatus to facilitate gameplay. The transmission signal includes the independent detected load signal of at least one load sensor such that the transmission signal includes at least one independent detected load signal corresponding to at least one load sensor of the plurality of load sensors. | 11-17-2011 |
20110287838 | INPUT DEVICE - The invention relates to an input device for generating input signals, that as such correlate with the motion as well as the position of a user standing on a contact area. The present invention concerns an input device for generating input signals that as such correlate with the load of a contact area, with a contact area structure that constitutes a substantially horizontally oriented contact area, a foot structure that passes under that contact area structure and supports it as to a support area, a detection circuit for detecting detection events that correlate with the shifting of the. contact area structure as to the foot structure, in which the detection circuit comprises a first electrode device and a second electrode device and both these electrode, devices are operatively coupled with the contact area structure in such a way that during a change of the load of the contact area structure causes a change of the capacity correlated with this loading change of a capacitor system formed each time including the two electrode devices. | 11-24-2011 |
20110287839 | GAME DEVICE, OPERATION EVALUATION METHOD, INFORMATION RECORDING MEDIUM AND PROGRAM - In a game device ( | 11-24-2011 |
20110294578 | GAME APPARATUS AND STORAGE MEDIUM STORING GAME PROGRAM - A movement direction calculating apparatus including a processor executing instructions for: obtaining acceleration data output from the multi-axis acceleration sensor during each of successive intervals; determining a movement period as a period during a movement of the input device wherein the determination is based on the obtained acceleration data; calculating a plurality of difference vectors each representing a difference between a pair of acceleration vectors corresponding to acceleration data, wherein each of the acceleration vectors is a vector whose components are acceleration values with respect to a plurality of axes of acceleration values corresponding to axes indicated by the acceleration data; summing the difference vectors to calculate a direction vector, wherein each of the difference vectors is assigned a weight depending on a magnitude of the difference vector, and designating as the movement direction a direction indicated by the direction vector. | 12-01-2011 |
20110294579 | Peripheral Device Having Light Emitting Objects for Interfacing With a Computer Gaming System Claim of Priority - A peripheral device for communicating with a computer gaming system having an image capture device associated therewith is provided. The image capture device is configured to capture image data of the peripheral device and the computer system is configured to exchange wireless communication data with the peripheral device. The peripheral device includes a body having a first location and a second location, where the first location is defined for a first light emitting object and the second location is defined for a second light emitting object. The first and second illuminating objects having a size that is identifiable in captured image data. The first location on the body is at a fixed predetermined distance from the second location. The peripheral device includes one or more buttons, and circuitry interfaced with the first and second light emitting objects. Also included is circuitry interfaced with a motion sensing device, and circuitry for the exchange of wireless communication data between the peripheral device and the computer gaming system. The wireless communication data includes data associated with the light emitting objects, the one or more buttons, and the motion sensing device. | 12-01-2011 |
20110300938 | CAPACITIVE INPUT FOR COMPUTER PROGRAM - A capacitive input apparatus and method are disclosed. The apparatus includes a mat and a probe. The mat has a dielectric layer sandwiched between a common conductive layer and a patterned conductive layer having a grid pattern containing plural conductive regions. Each conductive region is selectively coupled to a corresponding capacitance sensor that is responsive to a signal capacitively coupled to a corresponding one of the conductive regions. The probe can be worn on a user's feet and can change a capacitive coupling of the signal. A degree of the change of the signal varies with a degree of proximity of the probe to the corresponding one of the conductive regions. In the method, a capacitive coupling of the signal can be changed with the probe. Measurements collected from the capacitance sensor can provide input to a computer program based on values of one or more measurements. | 12-08-2011 |
20110300939 | INPUT FOR COMPUTER DEVICE USING PATTERN-BASED COMPUTER VISION - Images of a least a portion of a structurally encoded pattern formed on a surface from a camera can be analyzed to determine a position of a camera. The structurally encoded pattern can include a plurality of elements. Each element can be encoded with information identifying a location and orientation of the element with respect to the surface. A computer program can identify at least a portion of one or more pattern elements in the image and determine the position of the camera relative to the surface from the information encoded in the one or more pattern elements in the image. | 12-08-2011 |
20110300940 | Generating Position Information Using a Video Camera - Some implementations provide techniques and arrangements to receive image information. A plurality of reference fields of a user-manipulated device may be identified. Each reference field of the plurality of reference fields may include reference elements. The plurality of reference fields may be identified based on colors of the reference elements, shapes of the reference elements, and/or a pattern of the reference elements. Some implementations may generate position information based on the plurality of reference fields. The position information may identify a position of the user-manipulated device relative to the video camera. Some implementations may provide the position information to an application. | 12-08-2011 |
20110306418 | COMPUTER-READABLE STORAGE MEDIUM, GAME APPARATUS, GAME SYSTEM AND GAME METHOD - Respective orientations (a pitch angle, a roll angle, and a yaw angle) of the input device are detected based on angular velocity data outputted from a gyro sensor unit of an input device. Then, it is determined whether the pitch angle is within a first range or within a second range. When it has been determined that the pitch angle is within the first range, a posture of an object is updated based on the roll angle. When it has been determined that the pitch angle is within the second range, the posture of the object is updated based on the yaw angle. Accordingly, operability can be improved in a game executed in accordance with an orientation of the input device. | 12-15-2011 |
20110306419 | INFORMATION PROCESSOR, DEVICE, AND INFORMATION PROCESSING SYSTEM - A color determination unit determines color information of a light-emitting body of an input device. A transmitter unit communicates the determined color information to the input device. A recording unit records a history of the color information determined by the color determination unit. A color candidate determination unit determines one or more candidates of emitted color of the light-emitting body, using the color information recorded in the recording unit. An acknowledging unit acknowledges from the user a command to determine a candidate of emitted light, and the color determination unit determines the color information of the light-emitting body accordingly. | 12-15-2011 |
20110306420 | IMAGE GENERATION SYSTEM, IMAGE GENERATION METHOD, AND INFORMATION STORAGE MEDIUM - An image generation system includes an image information acquisition section that acquires image information from an image sensor, a skeleton information acquisition section that acquires skeleton information based on the image information from the image sensor, the skeleton information specifying a motion of an operator, a reliability information acquisition section that acquires reliability information that indicates reliability of the skeleton information, and an image generation section that generates an image displayed on a display section. The image generation section generates an image corresponding to the acquired reliability information as the image displayed on the display section. | 12-15-2011 |
20110306421 | IMAGE GENERATION SYSTEM, IMAGE GENERATION METHOD, AND INFORMATION STORAGE MEDIUM - An image generation system includes an image information acquisition section that acquires image information from an image sensor, a motion information acquisition section that acquires motion information about an operator based on the image information from the image sensor, a correction section that performs a correction process on the motion information based on at least one of an aspect ratio of the image sensor and an aspect ratio of a display section, and an image generation section that generates an image displayed on the display section. | 12-15-2011 |
20110306422 | IMAGE GENERATION SYSTEM, IMAGE GENERATION METHOD, AND INFORMATION STORAGE MEDIUM - An image generation system includes an image information acquisition section that acquires image information from an image sensor, a skeleton information acquisition section that acquires skeleton information based on the image information from the image sensor, the skeleton information specifying a motion of an operator viewed from the image sensor, a correction section that performs a correction process on position information about a bone of a skeleton indicated by the skeleton information, and an image generation section that generates an image based on a result of the correction process. | 12-15-2011 |
20110319165 | iWishbox - The iWishBox device is a wish promoting game that electronically detects, measures and connects a person's conductive aura with the Earth's magnetic field. A wish is placed inside the iWishBox. The box and player are then aligned with one of the eight magnetic, descriptive celestial headings associated with said wish. Specific prognosticative data along with a personal iWish-Number can then be formulated from an iWish-Compendium and used to achieve the desired goal. The iWishBox psychologically empowers the user to be positively motivated as a pathway to the desired wish. | 12-29-2011 |
20120004034 | Physiologically Modulating Videogames or Simulations Which Use Motion-Sensing Input Devices - New types of controllers allow players to make inputs to a video game or simulation by moving the entire controller itself. This capability is typically accomplished using a wireless input device having accelerometers, gyroscopes, and an infrared LED tracking camera. The present invention exploits these wireless motion-sensing technologies to modulate the player's movement inputs to the videogame based upon physiological signals. Such biofeedback-modulated video games train valuable mental skills beyond eye-hand coordination. These psychophysiological training technologies enhance personal improvement, not just the diversion, of the user. | 01-05-2012 |
20120004035 | SYSTEM AND METHOD FOR USING ACCELEROMETER OUTPUTS TO CONTROL AN OBJECT ROTATING ON A DISPLAY - An example system and method controls a rotatable object on a display using a handheld control device comprising an accelerometer. The example system and method involve determining an orientation of the handheld control device using an interpolation of an output for a first axis of the accelerometer and an output for a second axis of the accelerometer. The rotation of the rotatable object is controlled based on the determined orientation. | 01-05-2012 |
20120015730 | Sensor Error Reduction in Mobile Device Based Interactive Multiplayer Augmented Reality Gaming Through Use of One or More Game Conventions - Interactive multiplayer augmented reality game play is enhanced in a mobile device used in such game play by establishing a virtual world coordinate system based on one or more game conventions and by reducing device sensor error before, during or after game play using one or more such game conventions. | 01-19-2012 |
20120015731 | GAMING VOICE REACTION SYSTEM - A system for collecting, analyzing, filtering, adapting, and reacting to voice information during game play is provided. The system utilizes voice recognition and alteration algorithms to voice characteristics and adapts game play to react to the specific voice criterion, including pitch, volume, articulation, background noise and the like. The system is capable of reacting to the voice criterion including altering game play based on the information it collects, filters and analyzes. The system further will analyze information from individual players and may adapt the game to respond to particular voice recognition of volume, pitch and the like to increase and enhance game interaction by the individual game player whereby the game may react to any of these voice criteria which may create a more realistic game environment. | 01-19-2012 |
20120021832 | System and Method for a Player to Commit to Limitations With Biometrical Enforcement - A system and method are disclosed by which, in one embodiment, a player of a gaming device may select to commit to limitations on their gaming activity over a period of time. The commitment and data corresponding to an identifying biometric feature of the player are stored. When the player plays a gaming device the system and method compares a capture biometrical image of the player with the stored image and if there is a match the limitation is enforced. Biometrical data for files where the temporal period of the limitation has passed are ignored to reduce the number of files with which the comparison must be made reducing the number of false matches | 01-26-2012 |
20120021833 | PROMPTING A PLAYER OF A DANCE GAME - Presented herein are methods, apparatuses, programs, and systems for prompting a player to perform a series of dance moves. A player is prompted to perform a series of dance moves by providing a timeline comprising at least a first time interval associated with a first dance move, and a second time interval associated with a second dance move; displaying an icon representing the first dance move at a first location on the display for the duration of the first time interval; and displaying an icon representing the second dance move at the first location on the display for the duration of the second time interval, wherein the icon representing the first dance move includes one or more representations of a body and indicates on the one or more representations of the body at least one body part whose position is important during the performance of the first dance move. | 01-26-2012 |
20120028709 | System and Method for Facilitating a User Appropriate Electronic Environment - A system and method to facilitating a user appropriate electronic environment. The system includes a virtual controller adapter comprising at least one sensor and a microprocessor controlled device coupled to the virtual controller adapter configured to receive data captured by the at least one sensor and determine a physical attribute of a user based at least in part on the sensor data. The user appropriate environment is enforced based at least in part on the physical attribute. | 02-02-2012 |
20120034978 | High-Dimensional Touchpad Game Controller with Multiple Usage and Networking Modalities - A device comprising a High Dimensional Touch Parameter (HDTP) touch capability that can selectively function, as desired by the user, as one or more of a game controller that connects to a game console via network connections, an independent portable/mobile game device with limited but sufficient capacity of processor/memory, a controller for a game console connected remotely through the internet and or a storage device/media player that can store gaming history, personal information, or media files. In an embodiment the device comprises at least one processor for executing at least one algorithm, the algorithm including at least a game, at least one touch sensor providing real-time tactile information to at least one algorithm, the algorithm implementing at least on HDTP function, and at least one networking element configured to network the device to at least the internet. | 02-09-2012 |
20120046103 | Input Device and Method for Providing an Output Signal Associated with a Sensor Field Occupancy - An input device implemented as two-dimensional sensor mat, wherein the two-dimensional sensor mat is divided into a plurality of sensor fields that can be activated by touch, wherein, in a multiple-occupancy operating mode, at least part of the sensor fields each have several different sensor field occupancies, and wherein the different sensor field occupancies of a sensor field are associated with a different number of times this sensor field is touched. | 02-23-2012 |
20120058824 | SCALABLE REAL-TIME MOTION RECOGNITION - Human body motion is represented by a skeletal model derived from image data of a user. The model represents joints and bones and has a rigid body portion. The sets of body data are scaled to a predetermined number of sets for a number of periodic units. A body-based coordinate 3-D reference system having a frame of reference defined with respect to a position within the rigid body portion of the skeletal model is generated. The body-based coordinate 3-D reference system is independent of the camera's field of view. The scaled data and representation of relative motion within an orthogonal body-based 3-D reference system decreases the data and simplifies the calculations for determining motion thus enhancing real-time performance for multimedia applications controlled by a user's natural movements. | 03-08-2012 |
20120083339 | Systems and methods for transforming and/or generating a tangible physical structure based on user input information - A method for transforming a virtual object based on user input information including receiving by an input device a user input alpha-numeric input information, correlating, using one or more processors, the user input alpha-numeric information with transformation of one or more characteristics of the virtual object, and transforming, using one or more processors, the one or more characteristics of the virtual object from a first configuration to a second configuration based on the correlated user input alpha-numeric information. | 04-05-2012 |
20120083340 | STORAGE MEDIUM, GAME APPARATUS, GAME SYSTEM AND GAME CONTROLLING METHOD - An example game apparatus includes a CPU, and the CPU reproduces a BGM according to BGM data. When a ball object and an item object are shot at a predetermined timing, and a player object catches or receives the ball object at a point of impact, a part of melody of a main theme of the BGM is output. In a case that each player object catches or receives a ball object of the same color as that assigned to the own player object, a correct melody is output, but in a case that it catches or receives a ball object of a different color, a melody being different in pitch is output. Alternatively, in a case that the ball object cannot be caught or received, no melody is output. | 04-05-2012 |
20120100916 | SYSTEM AND METHOD OF PROVIDING ASSISTANCE OVER A NETWORK - A system and method relating to receiving manipulation data from a controller and a displaying a graphic representing the manipulation and the controller on a first display and transmitting the manipulation data for substantially-simultaneous on a second display remote from the first display. | 04-26-2012 |
20120108333 | Gaming Machine Chair And Wagering Game Systems And Machines With A Gaming Chair - Gaming machine chairs and wagering game systems and machines with a gaming chair are presented herein. One aspect of the present disclosure is directed to an automated gaming chair for a gaming system that conducts a wagering game. The gaming chair includes a seat portion and a backrest portion that are supported by a base. The seat portion includes one or more sensing devices for detecting the position of the player relative to the seat portion. The backrest portion includes one or more sensing device for detecting the position of the player relative to the backrest portion. The gaming chair also includes at least one actuator for automating movement of the gaming chair. The actuator(s) limits one or more ranges of motion within which the gaming chair is moved based upon the position of the player as detected by the sensing devices of the seat portion and backrest portion. | 05-03-2012 |
20120108334 | GAME DEVICE, CONTROL METHOD FOR A GAME DEVICE, AND A NON-TRANSITORY INFORMATION STORAGE MEDIUM - Provided is a game device which executes a game configured such that a position of a body part of a player is detected, including: a first determination unit for determining whether or not a reference position and a player position information acquired at a first determination time point, which is earlier than a reference time point, satisfy a first criterion; a second determination unit for determining whether or not the reference position and the player position information acquired at a second determination time point, which is later than the first determination time point, satisfy a second criterion; a first processing execution unit for performing processing relating to effects on the game based on a determination result from the first determination unit; and a second processing execution unit for performing processing relating to evaluation of the player based on a determination result from the second determination unit. | 05-03-2012 |
20120108335 | ARCADE-STYLE GAME CONTROLLER FOR A TABLET COMPUTING DEVICE - A game controller for a tablet computing device is disclosed. The controller includes a control console. A groove on a top portion of the control console configured and arranged to capture an edge of a tablet computing device in an upright orientation. A number of controls are included on the control console for transmitting game control inputs to the tablet computing device. | 05-03-2012 |
20120115609 | GAME DEVICE AND COMPUTER PROGRAM - A first value is calculated, based on a difference of a first load data based on an output of a first load sensor | 05-10-2012 |
20120115610 | GAME DEVICE, GAME DEVICE CONTROL METHOD, PROGRAM, AND INFORMATION STORAGE MEDIUM - Provided is a game device, which is capable of preventing a subject to be operated from performing an action that is not intended by a player. A game device ( | 05-10-2012 |
20120122577 | APPARATUS AND METHOD FOR MANAGING USER INPUTS IN VIDEO GAMES - A system that incorporates teachings of the present disclosure may include, for example, a computing device having a controller to obtain a user input that was inputted into a first accessory operably coupled with the computing device where the first accessory provides a user interface for user interaction with a video game, determine a language of an intended recipient of the user input based on an identity of the intended recipient, access a multi-lingual library comprising a plurality of words associated with the video game, match the user input to one or more words of the plurality of words of the multi-lingual library to generate a translated message in the determined language of the intended recipient, and provide the translated message to a second accessory for presentation to the intended recipient in real-time. Additional embodiments are disclosed. | 05-17-2012 |
20120122578 | GAME CONTROLLER, GAME MACHINE, AND GAME SYSTEM USING THE GAME CONTROLLER - A game controller, a game machine, and a game system including the game system. The game controller is a device for manipulating a game program, and at least a portion of a body portion of the game controller is deformable to have forms that are adapted to contents of a game. Accordingly, a physical sensation when a user plays a game may be improved. | 05-17-2012 |
20120122579 | METHOD, APPARATUS, AND PROGRAM PRODUCT FOR DISTRIBUTING RANDOM NUMBER GENERATION ON A GAMING NETWORK - Methods, apparatus, and program products are disclosed for providing distributed RNG calculation capability. Generally, gaming machines cooperate on a gaming network to calculate a result for a RNG algorithm. A preferred system uses peer machines to perform partial RNG calculations, but cooperating server machines may also be used. One method calculates a first partial RNG calculation at a first machine using a seed value. The first machine transmits results of the first partial calculation to a second machine, which completes the RNG calculation. Some algorithms may include a step of combining partial results from two or more gaming machines. A preferred system uses a RNG state tracker and a seed tracker operating on a RNG master machine. This machine initializes a partial RNG with a seed value, and then tracks the state of the partial RNG using results from the completed calculation obtained over the network. | 05-17-2012 |
20120129603 | GAME CONTROLLER, GAME MACHINE, AND GAME SYSTEM USING THE GAME CONTROLLER - A game controller, a game machine, and a game system using the game controller is provided. The game controller manipulates a game program, and includes an energy harvesting unit to harvest motion of a user as energy when a game is played and an energy storing unit to store the energy harvested by using the energy harvesting unit. | 05-24-2012 |
20120135804 | USING AFFECT WITHIN A GAMING CONTEXT - Mental state data is collected as a person interacts with a game machine. Analysis is performed on this data and mental state information and affect are shared across a social network. The affect of a person can be represented to the social network or gaming community in the form of an avatar. Recommendations can be based on the affect of the person. Mental states can be analyzed by web services which may, in turn, modify the game. | 05-31-2012 |
20120135805 | GESTURE CATALOGING AND RECOGNITION - A total variance may be computed for sample values in an input gesture including a plurality of sample values of sample motion data from one or more sensors associated with a control device. The motion data may be related to movement of a control device. A figure of merit may be calculated using the sample values in the gesture, the total variance for the sample values in the input gesture, and sample values in one or more catalog gestures. The figure of merit measures how well the samples in the input gesture match samples in the catalog gesture. Whether an input gesture matches one of the one or more catalog gesture may be determined based on the figure of merit. A state of the system may be changed if it is determined that the input gesture matches the one of the one or more catalog gestures. | 05-31-2012 |
20120135806 | INPUT DEVICE AND GAME SYSTEM INCLUDING THE INPUT DEVICE - An input device is provided which can input operations corresponding to play techniques used in stringed instruments. A guitar controller ( | 05-31-2012 |
20120142416 | SIMULATED RECREATIONAL, TRAINING AND EXERCISE SYSTEM - Controlled resistance to movement of body parts of a person is provided based on the person's body position and related to an activity depicted in a visual image provided to the person. The resistance is controlled by a sensor input and a visual input provided to a microprocessor and a software program based on the sensing of the position of at least one part of the person's body. | 06-07-2012 |
20120149467 | Control System and Apparatus Utilizing Signals Originating in the Periauricular Neuromuscular System - Loosing the ability to interact with one's environment can be devastating. The invention enables a person to control the real or virtual action or movement of an output device in from one to three dimensions through the use of at least one electrical sensor implanted beneath the skin or as a part of a headset on either one side or on both sides of the person's head in electrical communication with a vestigial periauricular nerve or muscle. Each sensor communicates through a selected channel to transmit information preferably in digital form to an output device designating an action to be taken or the position of a target location for enabling the output device to perform the action or to move toward or to a target location through real or virtual space. At least one and preferably up to four sensors are located on each side of the head. | 06-14-2012 |
20120157206 | COMPANION OBJECT CUSTOMIZATION - A game-interactive customizable companion object includes a body, a communication subsystem housed within the body, and a behavior subsystem configured to control movement of the body. The behavior subsystem may include an initiation module configured to set initial behavioral characteristics of the companion object in accordance with the companion object profile, and an update module configured to change behavioral characteristics of the companion object responsive to control commands received from the entertainment system via the communication subsystem. | 06-21-2012 |
20120157207 | POSE TRACKING PIPELINE - A method of tracking a target includes receiving from a source a depth image of a scene including the human subject. The depth image includes a depth for each of a plurality of pixels. The method further includes identifying pixels of the depth image that belong to the human subject and deriving from the identified pixels of the depth image one or more machine readable data structures representing the human subject as a body model including a plurality of shapes. | 06-21-2012 |
20120165096 | INTERACTING WITH A COMPUTER BASED APPLICATION - A computing system runs an application (e.g., video game) that interacts with one or more actively engaged users. One or more physical properties of a group are sensed. The group may include the one or more actively engaged users and/or one or more entities not actively engaged with the application. The computing system will determine that the group (or the one or more entities not actively engaged with the application) have performed a predetermined action. A runtime condition of the application is changed in response to determining that the group (or the one or more entities not actively engaged with the computer based application) have performed the predetermined action. Examples of changing a runtime condition include moving an object, changing a score or changing an environmental condition of a video game. | 06-28-2012 |
20120165097 | VISUAL BASED IDENTITIY TRACKING - A video game system (or other data processing system) can visually identify a person entering a field of view of the system and determine whether the person has been previously interacting with the system. In one embodiment, the system establishes thresholds, enrolls players, performs the video game (or other application) including interacting with a subset of the players based on the enrolling, determines that a person has become detectable in the field of view of the system, automatically determines whether the person is one of the enrolled players, maps the person to an enrolled player and interacts with the person based on the mapping if it is determined that the person is one of the enrolled players, and assigns a new identification to the person and interacts with the person based on the new identification if it is determined that the person is not one of the enrolled players. | 06-28-2012 |
20120165098 | SCALABLE REAL-TIME MOTION RECOGNITION - Human body motion is represented by a skeletal model derived from image data of a user. The model represents joints and bones and has a rigid body portion. The sets of body data are scaled to a predetermined number of sets for a number of periodic units. A body-based coordinate 3-D reference system having a frame of reference defined with respect to a position within the rigid body portion of the skeletal model is generated. The body-based coordinate 3-D reference system is independent of the camera's field of view. The scaled data and representation of relative motion within an orthogonal body-based 3-D reference system decreases the data and simplifies the calculations for determining motion thus enhancing real-time performance for multimedia applications controlled by a user's natural movements. | 06-28-2012 |
20120172126 | METHOD AND APPARATUS FOR TRACKING ORIENTATION OF A USER - An apparatus for data processing, according to one or more aspects of the disclosure, includes a processing system configured to communicate with at least one of a plurality of reference nodes worn on body parts to obtain body positioning data relating to relative position between the body parts, and provide body tracking based on the body positioning data. The body positioning data relates to ranging and/or angular position between each of the reference nodes and a reference plane defined by one or more of the reference nodes. | 07-05-2012 |
20120184370 | METHOD AND SYSTEM FOR SHARING SPEECH RECOGNITION PROGRAM PROFILES FOR AN APPLICATION - An embodiment provides a system and method for sharing between computing devices via a sharing interface, a speech recognition program profile for one or more applications. Another embodiment provides a system and method for sharing between computing devices via an sharing interface, a speech recognition program profile for one or more games. In an embodiment of the invention a personal computer or tablet may comprise a computing device and or a sharing interface. In an embodiment of the invention a cell phone may comprise a computing device and or a sharing interface. In an embodiment of the invention a game play device may be a computing device and or a sharing interface. | 07-19-2012 |
20120184371 | INTERACTIVE GAMING APPAREL FOR INTERACTIVE GAMING - Apparel is disclosed that can be worn to assist an interactive game in tracking the movement of the wearer. More particularly, the apparel may include one or more tracking marks formed of designs, patterns, or reflective materials that can be easily tracked by an interactive game employing one or more cameras or other detectors for detecting a change in position of an object. The apparel may take the form of, for example, hats, shirts, jackets, pants, gloves, and shoes. The apparel may use reflective materials, and the interactive game can employ a camera and a light source configuration where the camera is located within the observation angle of a player employing retroreflective materials reflecting light from the light source. | 07-19-2012 |
20120190448 | DIRECTIONAL INPUT FOR A VIDEO GAME - A method for providing directional input to a video game is provided. The method initiates with capturing an image of a first object and a second object, the first object and the second object being defined at a fixed distance from each other. A three-dimensional location of the first object is determined based on analysis of the captured image, and a two-dimensional location of the second object is determined based on analysis of the captured image. An input direction for a video game is determined based on the three-dimensional location of the first object and the two-dimensional location of the second object. | 07-26-2012 |
20120190449 | SYSTEMS AND METHODS FOR CONTROLLING PLAYER CHARACTERS IN AN INTERACTIVE MULTIPLAYER STORY - A system that enables player character interactions in an interactive multiplayer game or story including a user interface that enables a user to control a player character in the interactive multiplayer game or story and a processor, in communication with the user interface, that i) tracks the actions of the player character within the interactive multiplayer game or story, and ii) transfers control of the player character from the user to the processor during an interaction event with a second player character in response to an interaction condition. | 07-26-2012 |
20120190450 | GAME APPARATUS AND RECORDING MEDIUM RECORDING GAME PROGRAM - As an example, a value obtained by adding the magnitudes of a plurality of angular velocities around respective axes indicated by angular velocity data obtained from an input device including gyroscopic sensors, is used to calculate a rotation parameter indicating a rotation amount. A predetermined object which is rotated, depending on the rotation amount corresponding to the rotation parameter, is displayed on a display device. As another example, when it is determined, based on the angular velocity data, that the attitude of the input device is stable, a stability flag which indicates that the attitude of the input device has been at least once stable is set and updated to ON. When there is an input device whose stability flag is OFF, the aforementioned determination is performed and a screen including a result of the determination is displayed on a display device. | 07-26-2012 |
20120196679 | Real-Time Camera Tracking Using Depth Maps - Real-time camera tracking using depth maps is described. In an embodiment depth map frames are captured by a mobile depth camera at over 20 frames per second and used to dynamically update in real-time a set of registration parameters which specify how the mobile depth camera has moved. In examples the real-time camera tracking output is used for computer game applications and robotics. In an example, an iterative closest point process is used with projective data association and a point-to-plane error metric in order to compute the updated registration parameters. In an example, a graphics processing unit (GPU) implementation is used to optimize the error metric in real-time. In some embodiments, a dense 3D model of the mobile camera environment is used. | 08-02-2012 |
20120202596 | CONTROL DEVICE, CONTROL METHOD, AND PROGRAM FOR MOVING POSITION OF TARGET IN RESPONSE TO INPUT OPERATION - A game device comprises: a first receiving unit configured to receive an input direction from a controller comprising an input interface for accepting an input direction in which to move a target displayed on a screen of a display device; a second receiving unit configured to receive, from a sensor that detects the position or the attitude of the controller, information relating to the position and the attitude of the controller; and a movement control unit configured to move the position of the target based on both of the direction received by the first receiving unit and the information relating to the position or the attitude of the controller received by the second receiving unit. | 08-09-2012 |
20120208639 | Remote control with motion sensitive devices - Techniques for using a variety of motion sensitive signals to remotely control an existing electronic device or system are described. Output signals from a motion sensitive device may be in a different form from those of a pre-defined controlling device. According to one aspect of the present invention, a controlled device is designed to respond to signals from a touch screen or touch screen-like signals. The output signals from a motion sensitive device include motion sensitive inputs to a controlled device and converted into touch-screen like signals that are coupled to the controlled device or programs being executed in the controlled device, subsequently causing the behavior of the controlled device to change or respond thereto, without reconfiguration of the applications running on the controlled device. | 08-16-2012 |
20120214594 | MOTION RECOGNITION - Human body motion is represented by a skeletal model derived from image data of a user. Skeletal model data may be used to perform motion recognition and/or similarity analysis of body motion. An example method of motion recognition includes receiving skeletal motion data representative of a user data motion feature from a capture device relating to a position of a user within a scene. A cross-correlation of the received skeletal motion data relative to a plurality of prototype motion features from a prototype motion feature database is determined. Likelihoods that the skeletal motion data corresponds to each of the plurality of prototype motion features are ranked. The likelihoods are determined using the cross-correlation. A classifying operation is performed on a subset of the plurality of prototype motion features. The subset of the plurality of prototype motion features is chosen because its members have the relatively highest likelihoods of corresponding to the skeletal motion data. | 08-23-2012 |
20120214595 | GAME APPARATUS, STORAGE MEDIUM, GAME CONTROLLING METHOD AND GAME SYSTEM - A game apparatus includes a micon, and the micon measures step counts in correspondence with the magnitude of accelerations indicated by acceleration data from an acceleration sensor when a user carries the game apparatus in a sleep mode in which the apparatus is closed. The step counts are converted into earned coins. In each of a plurality of games executed by the game apparatus, by using the earned coins, a special item is purchased, playing in a special course is permitted, a hint is displayed, and a game is played in fast-forward. | 08-23-2012 |
20120214596 | GAME CONTROLLER USING KISS - A game controller includes a magnetic field generation unit to be attached to a tongue of a first user, and a control signal output device to be provided outside a mouth of a second user for outputting a game control signal according to a position of the magnetic field generation unit in the mouth when the tongue of the first user to which the magnetic field generation unit is attached is inserted into the mouth of the second user, wherein the control signal output device measures a magnetic field intensity of the magnetic field generation unit, calculates the position of the magnetic field generation unit in the mouth according to magnetic field intensities measured by the magnetic field sensors, generates a game control signal according to the calculated position, and transmits the generated game control signal to the game apparatus. | 08-23-2012 |
20120225719 | Gesture Detection and Recognition - A gesture detection and recognition technique is described. In one example, a sequence of data items relating to the motion of a gesturing user is received. A selected set of data items from the sequence are tested against pre-learned threshold values, to determine a probability of the sequence representing a certain gesture. If the probability is greater than a predetermined value, then the gesture is detected, and an action taken. In examples, the tests are performed by a trained decision tree classifier. In another example, the sequence of data items can be compared to pre-learned templates, and the similarity between them determined. If the similarity for a template exceeds a threshold, a likelihood value associated with a future time for a gesture associated with that template is updated. Then, when the future time is reached, the gesture is detected if the likelihood value is greater than a predefined value. | 09-06-2012 |
20120252578 | GAME DEVICE, GAME CONTROL METHOD, AND NON-TRANSITORY INFRMATION RECORDING MEDIUM ON WHICH A COMPUTER READABLE PROGRAM IS RECORDED - A texture generator generates an image, for which mosaic processing has been performed on an acquired image, as a texture candidate. A color acquirer acquires a candidate symbol color. A performance parameter acquirer finds a performance parameter from the similarity between a candidate symbol color and a point symbol color. A performance parameter presenter presents the performance parameter that was found to a user. A confirmation instruction receiver receives a confirmation instruction from the user. A texture confirmer that, when a confirmation instruction is received, confirms the texture candidate as the texture to be applied to a character. | 10-04-2012 |
20120258798 | IMPORTING AUDIO TO AFFECT GAMEPLAY EXPERIENCE - Techniques are described for altering the gameplay of a computer game based on imported audio content. Embodiments of the invention receive a selection of external audio content to import into a computer game. Embodiments import the selected audio content into the computer game. One or more acoustic characteristics of the imported audio content are then determined by analyzing the imported audio content. Embodiments of the invention then affect one or more graphical elements of the computer game, based on the determined one or more acoustic characteristics of the audio content. | 10-11-2012 |
20120258799 | DEVICE TO CONTROL THE MOVEMENT OF A VIRTUAL PLAYER AND A VIRTUAL BALL IN A GAME APPLICATION - The present invention relates to the domain of control devices for virtual games, and more specifically to a control device to control the displacement of a virtual player and of a virtual ball in the scope of a football video game. | 10-11-2012 |
20120264516 | TEXT ENTRY BY TRAINING TOUCH MODELS - Embodiments present a game in which an ordered plurality of characters is presented for entry by a user with a touch screen, a physical keyboard, or other key input layout. The game advances to each successive character when the user presses the intended character or a character adjacent thereto. Contact areas are determined for each press, and in some embodiments the contact areas are overlaid on the keyboard. The contact areas are used to adjust user-specific touch models to improve text entry by the user. In some embodiments, the contact areas indicate areas for improvement by the user. Game completion statistics are calculated including speed and accuracy. | 10-18-2012 |
20120270654 | METHOD AND APPARATUS FOR SCALING GESTURE RECOGNITION TO PHYSICAL DIMENSIONS OF A USER - An apparatus for gesture recognition, according to aspects of the disclosure contained herein, include a processing system configured to obtain at least one physical dimension of a user and determine a gesture of the user based on the at least one physical dimension independent of a location of the user relative to the apparatus. A method for gesture recognition is also disclosed. | 10-25-2012 |
20120270655 | DEVICE CONTROLLER WITH CONFORMABLE FITTING SYSTEM - A controller with a conformable fitting system is configured for controlling a device, such as a toy or game, is pliable, flexible and cushioning to provide a custom fit of the device controller to the body part of the patient or user. The device controller spans across a joint, such as a wrist, and includes a pivot between preferably two main portions. The rotation axis of the device controller is aligned with the pivot axis of the joint to receive the physical therapy. A sensor, such as a digital encoder, is located proximal thereto to determine the relative positioning of the main portions to each other. The sensor electronically communicates with the device, such as a toy or game, to serve as a controller therefor. | 10-25-2012 |
20120276999 | Methods and apparatuses for measuring pressure points - Pressure sensing methods, systems, and computer program products for detecting and monitoring pressure in selectable areas of interest include a sensing system to determine in-sole foot pressure of a user in sports training and monitoring applications. | 11-01-2012 |
20120283016 | METHOD AND APPARATUS OF PROXIMITY AND STUNT RECORDING FOR OUTDOOR GAMING - Apparatuses for motion capture are disclosed that includes a surface configured to support an object; and at least one sensor arranged with the surface, wherein the at least one sensor is configured to obtain at least one of ranging or inertial information for use in estimating a motion of the surface with respect to the object. A method for motion capture is also disclosed that includes providing a surface configured to support an object; and obtaining at least one of ranging or inertial information for use in estimating a motion of the surface with respect to the object via at least one sensor. | 11-08-2012 |
20120295708 | Interface with Gaze Detection and Voice Input - Methods, computer programs, and systems for interfacing a user with a computer program, utilizing gaze detection and voice recognition, are provided. One method includes an operation for determining if a gaze of a user is directed towards a target associated with the computer program. The computer program is set to operate in a first state when the gaze is determined to be on the target, and set to operate in a second state when the gaze is determined to be away from the target. When operating in the first state, the computer program processes voice commands from the user, and, when operating in the second state, the computer program omits processing of voice commands. | 11-22-2012 |
20120302344 | DIRECTION CONTROL SYSTEM, DIRECTION CONTROL APPARATUS, STORAGE MEDIUM HAVING DIRECTION CONTROL PROGRAM STORED THEREIN, AND DIRECTION CONTROL METHOD - An example game apparatus determines, when an input has been made with a cross button, whether an input direction indicates a diagonal direction. When the input direction indicates a diagonal direction, a follow parameter is set such that a virtual stick vector is changed so as to slowly approach an input vector. When the input direction does not indicate a diagonal direction, the follow parameter is set such that the virtual stick vector is changed so as to approach the input vector fast. Further, the game apparatus calculates the follow parameter according to an inner product of the virtual stick vector and the input vector. The game apparatus updates the virtual stick vector based on the virtual stick vector having been most recently obtained, the input vector, and the follow parameter. | 11-29-2012 |
20120302345 | GAME SYSTEM, GAME APPARATUS, COMPUTER-READABLE STORAGE MEDIUM HAVING STORED THEREIN GAME PROGRAM, AND GAME PROCESSING METHOD - An example game apparatus acquires operation data from each of a plurality of controllers and a portable display device, and performs a game control process on the basis of the operation data. The game apparatus sets, in a game space, characters that take action in accordance with the operations performed on the controllers, respectively, and a bow object that takes action in accordance with the operation performed on the portable display device; sets first virtual cameras so as to correspond to the characters; and sets a second virtual camera so as to correspond to the bow object. The game apparatus displays on a television a plurality of images obtained by capturing the game space with the first virtual cameras, and outputs to the portable display device an image obtained by capturing the game space with the second virtual camera. | 11-29-2012 |
20120302346 | METHOD OF SELECTING A DEVICE PROFILE FOR PROVISIONING AN AMUSEMENT DEVICE - A method of selecting a device profile for provisioning an amusement device, wherein the amusement device has a touchscreen, a memory and a controller. The method includes the steps of establishing a connection between the amusement device and a remote server over a network, transmitting a list of amusement device profiles from the remote server to the amusement device, displaying the list of amusement device profiles on the touchscreen, receiving a selection from the touchscreen of one of the device profiles in the list of device profiles displayed on the touchscreen and transmitting the selected device profile to the amusement device. The device profiles in the list of amusement device profiles are selected from a plurality of available amusement device profiles based on information associated with the amusement device. The selected device profile is used to provision the amusement device. | 11-29-2012 |
20120309530 | REIN-CONTROLLING GESTURES - Gestures of a computer user are observed with a depth camera. A gesture of the computer user is identified and an in-game parameter within an interactive interface is adjusted based on the gesture. According to one aspect of the disclosure, this type of gesturing is used for controlling the reins of a virtual animal within a animal driving or riding game interface. | 12-06-2012 |
20120309531 | SENSING FLOOR FOR LOCATING PEOPLE AND DEVICES - A sensing floor to locate people and devices is described. In an embodiment, the sensing floor (or sensing surface), is formed from a flexible substrate on which a number of distributed sensing elements and connections between sensing elements are formed in a conductive material. In an example, these elements and connections may be printed onto the flexible substrate. The sensing floor operates in one or more modes in order to detect people in proximity to the floor. In passive mode, the floor detects signals from the environment, such as electric hum, which are coupled into a sensing element when a person stands on the sensing element. In active mode, one sensing element transmits a signal which is detected in another sensing element when a person bridges those two elements. In hybrid mode, the floor switches between passive and active mode, for example, on detection of a person in passive mode. | 12-06-2012 |
20120309532 | SYSTEM FOR FINGER RECOGNITION AND TRACKING - A system and method are disclosed relating to a pipeline for generating a computer model of a target user, including a hand model of the user's hands and fingers, captured by an image sensor in a NUI system. The computer model represents a best estimate of the position and orientation of a user's hand or hands. The generated hand model may be used by a gaming or other application to determine such things as user gestures and control actions. | 12-06-2012 |
20120309533 | GAME APPARATUS, STORAGE MEDIUM, GAME CONTROLLING METHOD AND GAME SYSTEM - An example of a game apparatus includes a CPU, and the CPU displays a title screen on a monitor when starting a virtual game. When a predetermined operation is performed here, a main part is started, and a first game selected on a top menu is started. Here, prior to a start of the first game, a stable state of a controller with a gyro unit is confirmed. The processing for confirmation is also executed in a case that the title screen is being displayed as well. After the confirmation, when a state that the controller is left continues for a predetermined time or more, a second game different from the first game is started. | 12-06-2012 |
20130005466 | UPDATING VIRTUAL WORLDS BASED ON INTERACTIONS BETWEEN REAL-WORLD ITEMS - A method of updating virtual worlds based on interactions between real-world items is disclosed. An interaction between a first real-world item and a second real-world item is detected. The first real-world item is a real-world item that is associated with a first player of a computer-implemented game and the second real-world item is a real-world item that is associated with a second player of the computer-implemented game. A virtual world of the computer-implemented game is updated based on the detection of the interaction. | 01-03-2013 |
20130005467 | SAFETY SCHEME FOR GESTURE-BASED GAME - Technologies are generally described for providing a notification to a player playing a gesture-based game of a potentially dangerous condition. In some examples, a safety component of a gesture-based game system includes a gesture range determination unit configured to determine a gesture range associated with a gesture-based game; a detection unit configured to detect a movement of an object; and an alarm unit configured to generate an alarm in response to a determination based on the movement of the object which is within the gesture range. | 01-03-2013 |
20130005468 | VIDEO GAME SYSTEMS AND METHODS - Example systems and methods relate to a video game in which multiple players each supply inputs to a respective input device to control a corresponding game character in a game world. Movements and actions of each game character are controlled in accordance with a first game character control operation during the playing of the video game. If a condition is voluntarily satisfied by one of the players, the one player's game character is protected from harm in the game world. Movements and actions of the protected game character are controlled in accordance with a second game character control operation. The protecting of the one player's game character is stopped in response to one or more protecting stopping conditions, whereby the game character is again controllable in accordance with the first game character control operation. | 01-03-2013 |
20130012318 | Multimedia-Based Video Game Distribution - A method includes receiving a multimedia data stream at a device and sending data of a first channel of the multimedia data stream to a display device to generate a presentation of available video games. The method includes receiving user input selecting a first video game of the available video games and sending an identification of the device and a channel indicator corresponding to an encrypted second channel having video game data associated with the first video game to a content provider. The method includes receiving a decryption key for the encrypted second channel in response to verification of the identification of the device. The method also includes decrypting the encrypted second channel, beginning storage of the video game data in response to detecting a starting byte of the video game data, and ending storage of the video game data when the starting byte is redetected. | 01-10-2013 |
20130017888 | INTERATIVE ACTIVITY SYSTEM - An interactive activity system is disclosed. One embodiment includes a generator configured to produce electrical power based on physical interaction with a human being, a storage component configured to store the electrical power, and at least one play-oriented application configured to utilize a portion of the electrical power for operation. In one embodiment, the interactive activity system is implemented in a traditional, non-electronic playground environment. | 01-17-2013 |
20130045801 | GAME APPARATUS, CONTROL METHOD FOR GAME APPARATUS, INFORMATION RECORDING MEDIUM, AND PROGRAM - A game apparatus provides a game that, on the basis of a game history of a player, conditions an amount for the player to move a body part of the player, and thereby moves an object arranged in a virtual space. The object is related to a conditioning parameter and a position in the virtual space. The acceptor detects a position of a predefined body part of the player in a real space. The obtainer obtains a movement direction and a movement distance of the predefined body part from detected positions. The mover moves the object in the movement direction on the basis of the obtained movement distance, the conditioning parameter, and the position of the object. The changer changes the conditioning parameter depending on a history of the player. | 02-21-2013 |
20130059658 | GAME APPARATUS AND COMPUTER-READABLE STORAGE MEDIUM - A twist amount is calculated based on an angular velocity around a Z-axis of an input device when a player performs a shoot operation. Based on a value of a difficulty level stored in an external main memory, a minimum successful twist amount and a maximum successful twist amount are determined. As a result, the higher the difficulty level is, the narrower a successful range of the twist amount becomes. Further, the twist amount of the input device, which is obtained when the player performs the shoot operation for a first to a fourth shots, is stored in the external main memory. When the player performs the shoot operation for a fifth shot or thereafter, the twist amount of the input device at the time of the shoot operation for the fifth shot and thereafter is corrected with the use of the twist amount of the first to fourth shots. | 03-07-2013 |
20130059659 | GAME APPARATUS AND COMPUTER-READABLE STORAGE MEDIUM - A twist amount is calculated based on an angular velocity around a Z-axis of an input device when a player performs a shoot operation. Based on a value of a difficulty level stored in an external main memory, a minimum successful twist amount and a maximum successful twist amount are determined. As a result, the higher the difficulty level is, the narrower a successful range of the twist amount becomes. Further, the twist amount of the input device, which is obtained when the player performs the shoot operation for a first to a fourth shots, is stored in the external main memory. When the player performs the shoot operation for a fifth shot or thereafter, the twist amount of the input device at the time of the shoot operation for the fifth shot and thereafter is corrected with the use of the twist amount of the first to fourth shots. | 03-07-2013 |
20130059660 | PLAYING BROWSER BASED GAMES WITH ALTERNATIVE CONTROLS AND INTERFACES - Methods, systems, and computer programs for playing browser based game with alternative controls and interfaces are presented. One method includes an operation for receiving a definition of native inputs defined for causing actions in the game. The native inputs are tied to game actions through a native device. When a gesture recognition system, lacking some capability to play the game, is detected, at least some of the actions in the game associated with the native inputs are mapped to gesture inputs detected by the gesture recognition system. This enables game play with the gesture recognition system. Further, the alternate gesture inputs are translated to corresponding actions in the game according to the mapping during game play. | 03-07-2013 |
20130065685 | Autobiographical Interface - This document describes techniques enabling an autobiographical interface. These techniques permit a user to build an interface that represents how the user wishes to be perceived, such as with icons, information, and media selected by the user to represent himself or herself. The techniques permit users to quickly and easily build and alter the autobiographical interface, including to adding new representations or removing out-of-date or undesired representations. | 03-14-2013 |
20130072301 | Methods for Shape Detection Correlated With Position Detection and Systems for Processing the Same - A shape object, methods, and systems for using the shaped object in interactive computer gaming is disclosed. The shape object includes a line segment having a length that extends between a first end and a second end, and the line segment is flexible into a plurality of positions, where each of the plurality of positions define a shape of the line segment. The shape object further includes an optical fiber integrated along the line segment and an interface connectable to the line optical fiber of the line segment. The interface is at the first end of the line segment. The interface includes a circuit for communicating optical signals to the optical fiber, where the circuit is configured to identify the shape and changes in the shape of the line segment over time. Further included is a circuit for wirelessly transmitting the shape of the line segment to a computer that is remote from the line segment. The first end of the line segment is configured for placement at a known separation to a tracked object that is separately tracked in three dimensional space. | 03-21-2013 |
20130072302 | GAME DEVICE, GAME CONTROL METHOD, AND GAME CONTROL PROGRAM CONFIGURED TO CONTROL A GAME IN WHICH A CHARACTER IS MOVED ALONG A SHADOW - A game device includes a light control unit configured to change, in a game field in which an object is located, a position of a light source or a direction of radiation by light emitted from the light source based on a control command of a player, a shadow rendering unit configured to render a shadow of the object projected by light emitted from the light source onto a plane of projection defined in the game field; and a character control unit configured to move a character along the shadow of the object. | 03-21-2013 |
20130079138 | Game Apparatus, Game Control Method, and Computer-Readable Non-Transitory Information Recording Medium Recording Program - A storing unit stores, for example, positions of various objects, such as a player character and an enemy character. A detector detects the object present within a predetermined range according to a position of the player character. A determiner determines a tactical situation of the player character with regards to the detected object. A changer changes activation/deactivation of the lock-on function based on the determined tactical situation. That is, in the case of a melee, etc., the changer changes the lock-on function into an activated status, and in the cases other than the melee, etc., the changer changes the lock-on function in a deactivated status. | 03-28-2013 |
20130084980 | GAME CONTROLLER ON MOBILE TOUCH-ENABLED DEVICES - Various technologies described herein pertain to controlling a game with a mobile touch-enabled device. A thumbstick and a mode selection button can be rendered on a display of the mobile touch-enabled device. The thumbstick can be rendered on a reassignable area of the display and the mode selection button can be rendered on a mode selection area of the display. A touch (e.g., drag) from the mode selection area to the reassignable area can be detected, and an operation in the game can be controlled with the thumbstick represented as being at a depressed height in response to the touch in the reassignable area while the touch is detected without discontinuity of contact from starting the drag. Further, upon detecting discontinuation of the touch, a different operation in the game can be controlled with the thumbstick represented as being at a default height in response to a subsequent touch. | 04-04-2013 |
20130084981 | CONTROLLER FOR PROVIDING INPUTS TO CONTROL EXECUTION OF A PROGRAM WHEN INPUTS ARE COMBINED - A controller provides inputs to control execution of a program by combining controller input information and supplementary information utilizing a value of a first one of the controller input information or the supplementary input information as a modifying input to the game program for modifying a mapping or gearing of an input controlling a still active function activated in accordance with at least one of a second one of the controller input information or the supplementary input information or vice versa. It is emphasized that this abstract is provided to comply with the rules requiring an abstract that will allow a searcher or other reader to quickly ascertain the subject matter of the technical disclosure. It is submitted with the understanding that it will not be used to interpret or limit the scope or meaning of the claims. | 04-04-2013 |
20130084982 | VIDEO GAME APPARATUS, VIDEO GAME CONTROLLING PROGRAM, AND VIDEO GAME CONTROLLING METHOD - A video game apparatus includes a depth sensor configured to capture an area where a player exists and acquire depth information for each pixel of the image; and a gesture recognition unit configured to divide the image into a plurality of sections, to calculate statistics information of the depth information for each of the plurality of sections, and to recognize a gesture of the player based on the statistics information. | 04-04-2013 |
20130102387 | CALCULATING METABOLIC EQUIVALENCE WITH A COMPUTING DEVICE - A method for estimating a metabolic equivalent of task for use with a computing device is provided herein. The method includes receiving input from a capture device of a user; and tracking a position of each of the plurality of joints of the user. The method further includes determining a distance traveled for each of the plurality of joints between a first frame and a second frame; and calculating a horizontal velocity and a vertical velocity for each of the plurality of joints based on the distance traveled and an elapsed time between the first and second frames. The method further includes estimating a value for the metabolic equivalent of task using a metabolic equation including a component for the horizontal velocity and a component for the vertical velocity for each of the plurality of joints; and outputting the value for display. | 04-25-2013 |
20130102388 | MOTION DETERMINATION APPARATUS, GAME APPARATUS THEREFOR, AND COMPUTER PROGRAM THEREFOR - The game apparatus ( | 04-25-2013 |
20130116050 | TRANSACTION PRODUCT WITH SELECTIVELY ILLUMINATED BUTTONS - A transaction product includes an electrical assembly, a housing, a button, and an account identifier. The electrical assembly includes a light. The housing substantially encloses the electrical assembly including the light, wherein the housing defines an exterior surface and an aperture extending through the exterior surface. The button has a rounded extremity and extends from within the housing to outside the housing through the aperture and beyond the exterior surface. The button aligns with and surrounds the light such that when the light is lit the button is illuminated. The account identifier is coupled to the housing and links the transaction product to a financial account having an associated monetary value available toward a price of a purchase, wherein the account identifier is machine readable. | 05-09-2013 |
20130130797 | Systems and methods for transforming and/or generating a tangible physical structure based on user input information - A method including the steps of displaying on an input device an initial virtual object and a target virtual object; receiving by the input device user input information related to transformation of one or more characteristics of the initial virtual object; transforming, using one or more processors, the one or more characteristics of the initial virtual object from a first configuration to a second configuration based on the user input information; displaying on the input device the initial virtual object with the transformed one or more characteristics as a modified initial virtual object; and determining, using one or more processors, whether the modified initial virtual object matches the target virtual object. | 05-23-2013 |
20130130798 | VIDEO GAME CONTROLLER - A video game controller has a main portion for receiving a person interacting with the controller. The controller has a support about which the main portion can be tilted relative to a ground face while maintaining the person interacting with the controller facing substantially the same direction. And the controller can communicate values representative of the tilt to a video game being controlled. | 05-23-2013 |
20130130799 | BRAIN-COMPUTER INTERFACES AND USE THEREOF - A computerized method for decoding visual evoked potentials involves obtaining a set of brain activity signals, the brain activity signals being recorded from a subject's brain during displaying a set of targets on a display having a display frame duration, at least one target being modulated periodically at a target-specific modulation parameter and decoding a visual evoked potential (VEP) from the brain activity signals. The decoding includes, at least for the at least one target being modulated at a target-specific modulation parameter, determining a representative time track from the obtained brain activity signals, the representative time track having a length being integer multiples of the display frame duration, analyzing at least one amplitude feature in the representative time track, and determining a most likely target of interest or absence thereof based on said analyzing. | 05-23-2013 |
20130137516 | ANONYMOUS BIOMETRIC PLAYER TRACKING - A processor-based gaming machine running wager-based games can include an exterior housing, a master gaming controller, a display device, and an anonymous player tracking device adapted to detect passively biometric information from players to facilitate the anonymous tracking of gaming activities without the use of traditional player tracking instruments. A player tracking system can include multiple such gaming machines, a database storing a plurality of player profiles that include biometric data, and a remote player tracking server configured to receive passively detected biometric data regarding anonymous players, determine whether the received biometric data is associated with existing player profiles, attribute credit for the anonymous gaming activity if it is, and create a new player profile if it is not. Player profiles can include multiple biometrics for each player, and confidence levels can be associated with a given biometric to a profile and a given gaming session to a profile. | 05-30-2013 |
20130143655 | ELECTRONIC TOY - An electronic game device including a first sensor section hingedly connected to a second sensor section. One or more proximity sensors and one or more output devices are operatively connected to the sensor sections by circuitry. The first sensor section and the second sensor section each include a sensor space such that placement of an object in the sensor space of the associated sensor section may actuate the one or more proximity sensors of that sensor section. The circuitry is configured to determine whether the proximity sensors are actuated and to emit an output signal. Hinges allow the game device to be folded from a linear game orientation, to a multi-dimensional game orientation, and to a bi-linear game orientation. | 06-06-2013 |
20130143656 | GAME MACHINE, GAME SYSTEM, AND A STORAGE MEDIUM STORING A COMPUTER PROGRAM OF GAME MACHINE - A game machine controls an action of an operation character set to be operated by a player based on an operation of the player with respect to the operation character, controls an action of a control character to act in association with the operation character so as to select from a plurality of predetermined actions by referring to an instruction from the player to the control character, accumulates action information of respective actions of the operation character individually and accumulates the instruction from the player with respect to an action of the control character as instruction information. The game machine determines an instruction with reference to the instruction information, selects an action corresponding to the instruction from the plurality of actions and controls an action of the control character based on the action information corresponding to the selected action in the case that there is no instruction from the player. | 06-06-2013 |
20130178289 | APPARATUS AND METHOD FOR MANIPULATING A VIRTUAL WORLD BY UTILIZING BIOMETRIC INFORMATION - An apparatus and method for processing a virtual world. According to certain embodiments of the present disclosure, real-world biometric information on the user may be collected using a bio sensor, and the collected information may be controlled based on the sensor characteristics of the bio sensor, thereby enabling interaction between the real world and the virtual world, as well as between virtual worlds. In addition, an interactive game which is executed in the virtual world on the basis of the collected biometric information may be controlled to thereby produce a virtual world having enhanced realism. Moreover, the real-world health status of a user may be determined and displayed on the basis of the collected biometric information, thereby enabling the health status of the user to be seen. | 07-11-2013 |
20130190089 | System and method for execution a game process - A 3-D imaging system for recognition and interpretation of gestures to control a computer. The system includes a 3-D imaging system that performs gesture recognition and interpretation based on a previous mapping of a plurality of hand poses and orientations to user commands for a given user. When the user is identified to the system, the imaging system images gestures presented by the user, performs a lookup for the user command associated with the captured image(s), and executes the user command(s) to effect control of the computer, programs, and connected devices. | 07-25-2013 |
20130190090 | REAL-TIME REMOTE-CONTROLLED COMBAT GAMING DEVICE - A real-time remote-controlled combat gaming device includes at least one controller, one controlled device, and one bridge. The bridge can be set in an independent hardware. A basic remote controlled set is established by connecting at least one controller and at least one controlled device together via the bridge, so as to proceed the group gaming or single practice. By means of the group gaming or single practice, the player can accumulate the credits, and then achieve the conditions of promotion and/or upgrading. The upgrading includes virtual parameters and real parameter. By credit accumulation and item upgrading, the players can enjoy the fun of raising their own electronic pets, and also they can experience the exciting of variable audio and visual effect from game to game, so as to not only sublimate the essence of traditional remote-controlled toys, but also improve the “virtual-only” problem of nowadays' on-line games. | 07-25-2013 |
20130190091 | OPERATING APPARATUS FOR GAME MACHINE - An operating apparatus for game machine includes a depressing member, and a main body of the depressing member is provided with three engaging protrusions and two depressing protrusions that downwardly protrude. For example, the two depressing protrusions are provided between the three engaging protrusions. In response to a beating operation by a player, the right side of the depressing member is depressed, and then, an engaging portion of the engaging protrusion at the left side is engaged with a rear surface of an upper surface panel. Accordingly, the depressing member is sure to be depressed at the right side without being upwardly actuated, and a rubber switch depressed by the depressing protrusion is brought into contact with a board. At this time, a contact provided on the board and a contact provided on the rubber switch are brought into contact with each other, and an operation signal according to the beating operation is output to the game machine. | 07-25-2013 |
20130196765 | METHOD AND APPARATUS FOR ADAPTING APPLICATIONS OVER MULTIPLE DEVICES - A method and apparatus that incorporate teachings of the present disclosure may include, for example, presenting at a display of a computer device a first graphical user interface depicting a game space of a gaming application, receiving a detected stimulation from a mobile communication device associated with a second graphical user interface depicting a virtual peripheral controller for capturing control information for controlling the gaming application, detecting a request to swap between the computer device and mobile communication device presentation of the first graphical user interface depicting the game space and the second graphical user interface depicting the virtual peripheral controller, and presenting at the display of the computer device an adaptation of the second graphical user interface depicting the virtual peripheral controller responsive to the detected request to swap. Additional embodiments are disclosed. | 08-01-2013 |
20130196766 | INTERACTIVE VIDEO GAME WITH TOYS HAVING SPECIAL EFFECTS - A video game includes a component that senses the presence and identity of proximate toys. Each of the toys includes an identification device such as an RFID tag. Each of the toys is also associated with a corresponding game character or object. The toys further comprise audio, visual and other effects, wherein said effects are activated when the toy is proximate the gaming platform or a peripheral to the gaming platform. Effects may also be activated based on characteristics of the game character or aspects of the game play sequence thereby enhancing the user's gameplay experience. | 08-01-2013 |
20130196767 | GAME AIM ASSIST - Methods for game aim assist are provided. In electronic games, a game player may control the actions of a game character within a game environment. The game environment, which includes a focus area, may be displayed from a perspective of or with respect to a game character. During game play, one or more objects may be detected in the focus area. One of the objects may then be selected based on the distance between the object and the center of the focus area. The aim of the game character is then automatically adjusted toward the selected object, which allows the game player to direct an attack action on the object | 08-01-2013 |
20130196768 | GAME DEVICE, CONTROL METHOD FOR A GAME DEVICE, AND A NON-TRANSITORY INFORMATION STORAGE MEDIUM - Provided is a game device which executes a game configured such that a position of a body part of a player is detected, including: a first determination unit for determining whether or not a reference position and a player position information acquired at a first determination time point, which is earlier than a reference time point, satisfy a first criterion; a second determination unit for determining whether or not the reference position and the player position information acquired at a second determination time point, which is later than the first determination time point, satisfy a second criterion; a first processing execution unit for performing processing relating to effects on the game based on a determination result from the first determination unit; and a second processing execution unit for performing processing relating to evaluation of the player based on a determination result from the second determination unit. | 08-01-2013 |
20130225294 | DETECTING ILLEGAL MOVES IN A GAME USING INERTIAL SENSORS - Disclosed is a system for monitoring moves of a game player and for feeding inference to a visualization and actuation module, where the system comprises MEMS-based accelerometers and gyroscopes, and sensors to collect data and apply one or more classification algorithms to process the data. With the help of a decision metric, results of the algorithm are used to classify whether an action of the player is legal or illegal under the rule of the game. | 08-29-2013 |
20130231186 | STORAGE MEDIUM HAVING STORED THEREON INFORMATION PROCESSING PROGRAM, AND INFORMATION PROCESING DEVICE - A computer readable storage medium having stored thereon an information processing program executable by a computer of an information processing device which presents information corresponding to a biological signal acquired from a user, is provided. The information processing program causes the computer to function as biological signal acquiring means, motion/attitude information acquiring means, and presentation means. The biological signal acquiring means acquires the biological signal from the user. The motion/attitude information acquiring means acquires information about a motion or an attitude of the user from detecting means, in association with the biological signal acquired by the biological signal acquiring means. The presentation means performs predetermined presentation based on both the biological signal acquired by the biological signal acquiring means and the information acquired by the motion/attitude information acquiring means. | 09-05-2013 |
20130244781 | System and Method To Impose Activity Limitations on a User With Biometrical Enforcement - A system and method are disclosed by which, in one embodiment, a user of a user terminal may select or be subject to one or more imposed limitations on their activities over a period of time. The commitment and data corresponding to an identifying biometric feature of the user are stored. When the user uses a user terminal the system and method compares a capture biometrical image of the user with the stored image and if there is a match the one or more limitations is/are enforced. Biometrical data for files where the temporal period of the limitation has passed are ignored to reduce the number of files with which the comparison must be made reducing the number of false matches | 09-19-2013 |
20130244782 | REAL-TIME CAMERA TRACKING USING DEPTH MAPS - Real-time camera tracking using depth maps is described. In an embodiment depth map frames are captured by a mobile depth camera at over 20 frames per second and used to dynamically update in real-time a set of registration parameters which specify how the mobile depth camera has moved. In examples the real-time camera tracking output is used for computer game applications and robotics. In an example, an iterative closest point process is used with projective data association and a point-to-plane error metric in order to compute the updated registration parameters. In an example, a graphics processing unit (GPU) implementation is used to optimize the error metric in real-time. In some embodiments, a dense 3D model of the mobile camera environment is used. | 09-19-2013 |
20130252734 | GAMING SYSTEM, GAMING DEVICE, AND METHOD PROVIDING AN ESTIMATED EMOTIONAL STATE OF A PLAYER BASED ON THE OCCURRENCE OF ONE OR MORE DESIGNATED EVENTS - The present disclosure provides gaming systems, gaming devices, and methods providing an estimated emotional state of a player based on the occurrence of one or more designated events. When a player initiates a gaming session, the gaming system estimates the player's emotional state and generates estimated emotional state data that represents that estimation of the player's emotional state. For each of one or more designated events that occurs, the gaming system updates the player's estimated emotional state using an expected emotional response to that designated event. More specifically, the gaming system updates the player's estimated emotional state data using expected emotional response data representing the expected emotional response to that designated event. If one or more triggering conditions associated with the player's estimated emotional state is satisfied during the gaming session, the gaming system modifies one or more functions, aspects, or features of the gaming system. | 09-26-2013 |
20130252735 | GAME CONTROLLER, STORAGE MEDIUM STORING GAME PROGRAM, AND GAME APPARATUS - A game controller includes at least four load sensors for detecting a load applied on a support board on which player's legs are ridden, and the game controller transmits a load value detected as manipulation data by the four load sensors to a game machine. The game machine determines a necessary quantity of load values, and the game machine computes the necessary quantity of load values based on the detected load value from the game controller. Then, game processing is performed based on the necessary quantity of computed load values. | 09-26-2013 |
20130260886 | Multi-sensory Learning Game System - A multi-sensory feedback learning system is provided for helping children learn outside of the classroom. The system includes a depressible game controller mat that is in communication with a monitor or television. Housed within the controller mat are components necessary to store and run a learning video game. Games involving alphabetical characters, numerical characters, and foreign languages are available for children to play via the system. Prompts are displayed on the monitor or audibly through a monitor coupled audio feedback device. Children respond to the prompt by depressing alphanumeric indicia on the controller mat, thereby making answer selections. Feedback on answers is provided in the form of visual, audible, and tactile output from the system. Correct answers are rewarded with points, and a child's total score can be tracked for progress comparison. | 10-03-2013 |
20130281211 | GAME SYSTEM, GAME CONTROLLER - A first game controller that can be used by both a first game apparatus and a second game apparatus transmits its operation data by using a data format having a first data region including a header, a second data region including key data, and a third data region including data of an extended controller. A second game controller that can be used by the first game apparatus also uses a data format having similar three data regions, but the second data region is merely secured as a region, while all operation information is included in the third data region and transmitted. | 10-24-2013 |
20130288796 | RANDOM DATA GENERATION - Technologies are described for generating random data. In some examples, a gaming device may include a game execution module, an extraction module, and a data generator. The game execution module may be configured to provide at least one player with a gaming service by continuously determining a plurality of parameters associated with the at least one player in a game operated by the at least one player. The extraction module may be configured to extract individual parameters from the plurality of determined parameters, the individual parameters having decorrelation with each other from a probability distribution perspective. The data generator may be configured to generate data items based on one or more of the extracted individual parameters, the data items being the extracted individual parameters or results of processing performed on the extracted individual parameters. | 10-31-2013 |
20130296056 | VIDEO GAME CONTROLLER FOR MULTIPLE USERS - The present invention provides a video game controller and apparatus that may be used by two or more players. The users physically manipulate the control device cooperatively to the kinesthetic feedback of the other player(s) to control the events of the video game. By working together through orientation of the controller, the players can jointly move the video game object on the screen and/or govern the play of the game. | 11-07-2013 |
20130316826 | HAPTIC-SIMULATION HOME-VIDEO GAME - A home-driving-simulator kit having providing multi-modal feedback in a fully rotatable cockpit in accordance with gaming feedback data | 11-28-2013 |
20130316827 | Curved Track Simulation Device - Disclosed is a curved track simulation device. The curved track simulation device is configured such that a base board can rotate and tilt to the left or right and embody left or right cornering motion on an upper surface of a track belt that is rotating and circulating forward and rearward, thus making it possible for a user to feel a sensation as if he/she is enjoying a driving-based or sliding-based leisure activity or sport, and which can appropriately use a combination of frictional force and slippage which are created when the track wheel rotates to the left or right on the track belt, thereby satisfying the dual function of providing both amusement and exercise. | 11-28-2013 |
20130324253 | Storage Medium Storing Information Processing Program, Information Processing Apparatus and Information Processing Method - A game apparatus includes a CPU, and the CPU controls a moving object within a virtual space on the basis of acceleration data and angular velocity data which are transmitted from a controller. For example, before the angular velocity data is above a predetermined magnitude, a position and an orientation of the moving object is controlled on the basis of the angular velocity data. When the angular velocity data is above the predetermined magnitude, an initial velocity of the moving object is decided on the basis of the acceleration data, and a moving direction (orientation) of the moving object is decided on the basis of the angular velocity data. Thereafter, the moving object moves within the virtual space according to a general physical behavior. | 12-05-2013 |
20130344961 | MULTIPLE FRAME DISTRIBUTED RENDERING OF INTERACTIVE CONTENT - Techniques for multiple frame distributed rendering of interactive content are described. In implementations, interactive content includes various types of visual content, such as video games, interactive videos, interactive applications, and so forth. Interactive content includes scene objects, such as graphical renderings of visual scenery and background images. Interactive content also includes interactive objects, such as avatars and/or other visuals that can be displayed in the context of scene objects and that can be manipulated in response to user input. In at least some embodiments, scene objects can be rendered over multiple frames of interactive content prior to being displayed, and interactive objects can be rendered and displayed more frequently, e.g., with each frame. | 12-26-2013 |
20130344962 | ASSISTING USE OF CONTROL DEVICES WITH DIFFERENT CONTENT PLAYERS IN A NETWORK - In various implementations, a remote transmits a first signal to a currently controlled first content player of a network of content players and a second signal to a proximate content player. If the first player is notified that a second player received the second signal, the first player may command the remote to activate a display associated with the second player. However, if the first player is not notified, the first player may command the remote to activate all known displays. In addition, the first player may also instruct the remote to configure which player the remote controls. In some implementations, the remote stores a table transmitted by a player of the network of players including entries corresponding to players and including commands for associated components. In such implementations, control configuration may include configuring which entry of the table is utilized. | 12-26-2013 |
20140004948 | Systems and Method for Capture and Use of Player Emotive State in Gameplay | 01-02-2014 |
20140018171 | SETTING A LOCKING STATE FOR A GAMING MACHINE - Methods and systems for setting a locking state for a gaming machine include receiving a command to set the locking state for the gaming machine, providing a signal to enter the locking state for the gaming machine, determining an interval of time to enter the locking state for the gaming machine; and releasing the gaming machine from the locking state. | 01-16-2014 |
20140018172 | USER INTERFACE AND METHOD OF USER INTERACTION - A method of user interaction with an entertainment device comprises generating an audio-visual output for use with audio-visual reproduction equipment, initiating an audio-visual event as part of the generated audio-visual output, receiving input data from one or more game control devices associated with the entertainment device, analysing the received input data to evaluate an involuntary physical response by a user interacting with the or each game control device occurring within a predetermined period associated with the initiation of the audio-visual event, and adjusting subsequently generated audio-visual output responsive to the evaluation of the user's involuntary physical response. | 01-16-2014 |
20140024454 | NOVEL RESPONSE GAME SYSTEMS AND METHOD - Novel response games provide participants with opportunities to receive response points and subsequent prizes, awards, fortune, and frame. Correct responses are generally determined by a television producer's and sponsor's targeted viewers (e.g. a designated response game point controller). Players receiving a highest response point total for a plurality of response sessions are identified as highly in-sync with a response point controller and qualify to be selected to star on television as viewer/controller representatives. Viewer/controller representatives are presented with various producer's and sponsor's business element options associated with a future television promotion, production, and program provided. The representatives are shown evaluating each business element and selecting a number of most suitable elements to become future response game elements. The producer's and sponsor's elements selected by the viewer/controller representatives are determined by the representatives to be the most suitable elements for viewers to respond to during a future response game. | 01-23-2014 |
20140024455 | SHOOTING EQUIPMENT SHOOTING DIRECTION CONTROL SYSTEM FOR SHOOTER GAME - A shooting equipment shooting direction control system includes a base unit including a circuit module, a transmission mechanism and a driver controllable by a first micro switch and a second micro switch of the circuit module to rotate the transmission mechanism horizontally left and right, a rotary holder shell coupled and rotatable by the transmission mechanism to move a baffle between the first micro switch and the second micro switch, and a shooting equipment including an equipment base, a power drive unit controllable by the circuit module through a third micro switch and a fourth micro switch in the rotary holder shell to rotate the equipment base vertically up and down relative to the rotary holder shell and a dogleg-shaped trigger movable with the equipment base relative to the rotary holder shell between the third micro switch and the fourth micro switch. | 01-23-2014 |
20140031123 | SYSTEMS FOR AND METHODS OF DETECTING AND REPRODUCING MOTIONS FOR VIDEO GAMES - An instrument gathers and processes data from one or more capture devices. The data can thereafter be processed using one or more classification techniques to properly detect and/or reproduce motions for an application. The present invention can be used both outdoors and indoors. | 01-30-2014 |
20140031124 | Game Controller, Storage Medium Storing Game Program, and Game Apparatus - A game controller includes at least four load sensors for detecting a load applied on a support board on which player's legs are ridden, and the game controller transmits a load value detected as manipulation data by the four load sensors to a game machine. The game machine determines a necessary quantity of load values, and the game machine computes the necessary quantity of load values based on the detected load value from the game controller. Then, game processing is performed based on the necessary quantity of computed load values. | 01-30-2014 |
20140038717 | GAME DEVICE, GAME SYSTEM, GAME CONTROL METHOD, AND INFORMATION STORAGE MEDIUM - A display control unit of a game device displays an image expressing a contact subject on a game screen. A determination unit determines, based on a first position designated by a user and a second position designated by the user, which of a right hand or a right foot and a left hand or a left foot the contact subject is to be touched with in a game. A contact control unit executes predetermined processing for the contact subject based on a determination result from the determination unit. | 02-06-2014 |
20140045594 | Illuminating Controller for Tracking During Communicating With a Gaming System - A controller is provided. The controller includes at least one button, an object integrated with a body, and the object defined from a translucent plastic material. Further included is an inertial sensor, an LED device defined to illuminate the object, and a circuit for interpreting input data from the at least one button and the inertial sensor and for communicating data wirelessly. The circuit further configured to interface with the LED device to trigger illumination of the LED to switch from an un-illuminated state to an illuminated color. The LED device is activated depending on data received from a computing system. The activation occurring in response to a state interpreted by the computer program during execution. | 02-13-2014 |
20140057720 | System and Method for Capture and Use of Player Vital Signs in Gameplay - A computer-implemented method is provided for enabling virtual gameplay with a virtual character on a computing device. The player can access at least one video game and interact with the video game via a virtual character. The computing device detects or receives and stores at least one vital sign of the player. This vital sign is used to retrieve a storyline for the virtual character to interact with, which is related to the at least one vital sign. | 02-27-2014 |
20140094307 | MULTI-CAMERA DEPTH IMAGING - Embodiments related to acquiring depth images via a plurality of depth cameras are disclosed. For example, in one disclosed embodiment, a first portion of depth data is received from a first depth camera, and a second portion of depth data is received from a second depth camera. A gesture of a human subject sighted by the first and second depth cameras is detected in real time, based on combined data computed from the first and second portions of depth data. Input data indicative of the gesture is then provided to a computer system. | 04-03-2014 |
20140121017 | SYSTEMS AND METHODS FOR CONTROLLING USER INTERACTION WITH BIOFEEDBACK GAMING APPLICATIONS - Systems and methods of controlling user interaction with an application. The systems and methods include executing an application, providing a graphical overlay coupled to the application where the graphical overlay is configured to display a visualization or a visual effect, measuring at least one engagement characteristic to provide a measured condition and providing the visualization based on the measured condition. Examples of engagement characteristic include user physiological condition, type of the application selected, duration of time spent interacting with the application, duration of time spent interacting with one or more input receiving devices, pressure exerted over one or more input receiving devices and noise level of the user. | 05-01-2014 |
20140121018 | BIMANUAL INTEGRATIVE VIRTUAL REHABILITATION SYSTEMS AND METHODS - Virtual rehabilitation serious games have gained increasing clinical acceptance in the therapy of large patient populations (stroke and traumatic brain injury). This is due to their ability to motivate the patient, as well as intrinsic large number of movement repetitions they generate. These repetitions are key to inducing brain plasticity and facilitating patient recovery. Unfortunately, bi-manual therapy, while potentially more efficacious, is less developed at this time. We present a novel system and method, for bi-manual game-based integrative therapy that combines physical and cognitive training in integrative game play sessions. It is built around the new Razer Hydra Game interface that track's the patient's arms in 3D and detects trigger pressing. A series of custom games designed to improve focusing, decision making (executive function), short term and long term memory, are played with progressive difficulty. | 05-01-2014 |
20140121019 | SYSTEMS AND METHODS FOR CONTROL DEVICE INCLUDING A MOVEMENT DETECTOR - An example image processing system and method uses a control device including a movement detector. Gesture inputs corresponding to a gesture made by moving the control device are used for animation. An animation begins based on at least one gesture input received prior to completion of the gesture and the animation is modified based on at least one gesture input received after the beginning of the animation. | 05-01-2014 |
20140121020 | GAME APPARATUS AND COMPUTER READABLE STORAGE MEDIUM STORING GAME PROGRAM - Instead of using an operation inputted by a player, a series of operation data for continuously moving a player character for a predetermined time period of a game is previously stored as automatic operation data. Automatic control means moves the player character based on the automatic operation data. Furthermore, the automatic control means receives a play start operation indicating that the player starts to play the game while the automatic control means moves the player character. A movement of the player character controlled based on the automatic operation data is finished at a time when the play start operation is received, and the movement of the player character starts to be controlled based on an operation of the player. | 05-01-2014 |
20140141887 | GENERATING POSITION INFORMATION USING A VIDEO CAMERA - Some implementations may receive image information from a video camera and receive supplemental positioning information from a sensor of a user-manipulated device. The supplemental positioning information may be used to compensate for blind spots in the image information received from the video camera. Position information based at least in part on the image information and the supplemental positioning information may be generated. The position information may express a position and/or orientation of the user-manipulated device relative to the video camera. An application may be controlled using the generated position information. | 05-22-2014 |
20140155168 | ELECTRONIC BOARD GAME CREATOR - The electronic-supported game system for interactive game plays for one or more users is provided. The electronic-supported game system includes a contactless communication unit, one or more boards contactlessly capacitive coupled to the contactless communication unit and one or more play items to be placed on the one or more boards. The one or more boards to be operated under the influence of alternating electric field and are contactlessly capacitive coupled to the contactless communication unit. The one or more play items to form a closed electrical circuit with the one or more users under the influence of alternating electric field. The one or more play items to release a signal, the signal to be processed and further communicated by the feedback unit. | 06-05-2014 |
20140171202 | VIDEO GAME CONTROLLER FOR MULTIPLE USERS - The present invention provides a video game controller and apparatus that may be used by two or more players. The users physically manipulate the control device cooperatively to the kinesthetic feedback of the other player(s) to control the events of the video game. By working together through orientation of the controller, the players can jointly move the video game object on the screen and/or govern the play of the game. | 06-19-2014 |
20140221097 | RUMBLE MOTOR MOVEMENT DETECTION - A control device comprises an electric motor and a controller. The controller may be configured to receive a signal from the electric motor and selectively change a state of the control device responsive to the signal. | 08-07-2014 |
20140235348 | SENSOR-BASED GAMING SYSTEM FOR AN AVATAR TO REPRESENT A PLAYER IN A VIRTUAL ENVIRONMENT - A method of providing a sensor-based gaming system for an avatar to represent a player in a virtual environment includes wirelessly receiving a set of measurements describing attributes of the player. The method includes generating a player profile associated with the player and including an avatar depicting a virtual embodiment of the player in a virtual world. The method includes receiving sensor data from sensors. The sensor data describes a change in a real world position of the player. The method includes determining an estimate of a player movement. The method includes determining a difference between a screen position of the avatar in the virtual world and the real world position of the player in the real world. The method includes generating avatar image data representative of movement of the avatar corresponding to movement of the player. | 08-21-2014 |
20140256436 | METHOD AND APPARATUS FOR MANAGING PERIPHERAL DEVICE INPUTS - A system that incorporates teachings of the present disclosure may include, for example, a system that determine whether a user input stimulus is an invalid stimulus for a video game where the user input stimulus is generated based on a movement of a peripheral device, and causes an adjustment or deletion of the user input stimulus responsive to a determination that the user input stimulus is the invalid stimulus for the video game. Additional embodiments are disclosed. | 09-11-2014 |
20140256437 | METHOD AND APPARATUS FOR CONFIGURING A GAMING ACCESSORY - The subject disclosure includes a method for detecting a transferee gaming accessory, presenting a user interface providing a plurality of selectable gaming configurations, detecting a selection of a gaming configuration from the plurality of selectable gaming configurations, accessing the gaming configuration, facilitating a peer-to-peer communication session with the transferee gaming accessory, and transmitting the gaming configuration to the transferee gaming accessory to configure the transferee gaming accessory. Additional embodiments are disclosed. | 09-11-2014 |
20140256438 | HAPTIC SENSATIONS AS A FUNCTION OF EYE GAZE - Systems, electronic devices, and methods provide haptic sensations as a function of eye gaze. A system may include a detector configured to determine a direction of an eye gaze of a user of the system, a processor configured to generate signal representative of a haptic effect based on the direction of the eye gaze, and a haptic output device configured to receive the signal from the processor and output the haptic effect to the user. A method for providing a haptic effect to a user of a system may include determining a direction of an eye gaze of the user of the system, generating a haptic effect based on the direction of the eye gaze, and outputting the haptic effect to the user. | 09-11-2014 |
20140256439 | METHOD FOR PREVENTING MISOPERATIONS OF INTELLIGENT TERMINAL, AND INTELLIGENT TERMINAL - One aspect of the invention is directed to a method for preventing misoperations of an intelligent terminal, which includes detecting gesture operation information of a touch screen corresponding to a location around a non-player-controlled character (NPC) in a game; determining whether the detected gesture operation information includes first gesture information; and shielding game characters of non-NPC when the detected gesture operation information contains the first gesture information. The method can prevent a misoperation of the intelligent terminal, thereby improving user experience. | 09-11-2014 |
20140256440 | GAMING MACHINE - A gaming machine including at least one computer-controlled game device, which is connected to a game progress controlling device, wherein a device is provided for controlling the input and output elements. The device has a control device which is coupled to the game progress controller and is in communication with a master, which communicates in real time via a two-wire connection with input and output elements designed as slaves. | 09-11-2014 |
20140274392 | USER-GENERATED RECORDINGS OF SKELETAL ANIMATIONS - User-generated recordings of skeletal animations are provided. Information is stored in a memory regarding a plurality of animated movements in memory. Each animated movement may be mapped to one or more skeletal-based body parts of a game character. A recording of a plurality of user movements may be captured over a period of time. One or more body parts of the user may be identified for each captured user movement. It may then be determined which skeletal-based body parts correspond to the identified body parts of the user. A custom animation may be generated that comprises a plurality of animated movements in which the determined skeletal-based body parts are mapped to the associated animated movement. The custom animation may be stored in memory and played during play of a game as designated by the user. | 09-18-2014 |
20140274393 | USER ORGANIZING APPARATUS, USER ORGANIZING METHOD, AND CLOUD COMPUTING SYSTEM - A participation inviting block invites users wanting to participation in same content to be executed in a shared manner upon a notification from a promoter client apparatus connected to a content providing apparatus that makes two or more client apparatuses execute the same content in a shared manner through a network. An information notifying block references a user information storage block storing content provided by the content providing apparatus, information for identifying a user to whom the content was provided, and skill level information suggestive of a skill level of that user with respect to the content by linking the content, the information, and the skill level information in order to get the skill level information with respect to the content for which the participation was invited for each user wanting the participation accepted by the participation inviting block. | 09-18-2014 |
20140309035 | INTERACTIVE LEAN SENSOR FOR CONTROLLING A VEHICLE MOTION SYSTEM AND NAVIGATING VIRTUAL ENVIRONMENTS - An interactive system adapted for lean-based control of ride or video game experiences. The system includes a vehicle seat and a motion base with a vehicle base upon which the vehicle seat is mounted. The system includes an actuator assembly moving the vehicle base and seat. A control system interprets sensor input signals and generates control signals to operate the actuator assembly to move the vehicle base and seat. Force sensors positioned in the vehicle seat sense forces applied by the passenger to the vehicle seat and transmit sensor data signals to the control system. The control signals operating the driver assembly are generated based on the sensor data, which is output from left and right sensors provided in a bench of the vehicle seat as well as in a front and a back support to provide X and Y-axis values based on passenger leaning in the vehicle seat. | 10-16-2014 |
20140309036 | Set of body motions and methods to control game play using a laser gun in Computer Games. - This method allows players to immerse themselves in a virtual world and shoot targets directly while moving around and controlling the game play. The players motion is tracked as replicated directly inside the game within a certain physical gaming zone. Laser guns are also tracked and translated into the game for motion and targeting. | 10-16-2014 |
20140323218 | SYSTEMS AND METHODS FOR GAME PERIPHERALS - In accordance with one embodiment, a portable system is provided. The portable system enabling the portable system's peripherals or built-in gadgets as gaming system peripherals. The portable system is enabled to electrically connect to the one or more of peripheral or the built-in gadgets. The portable system further comprises an instruction set to couple the gaming system and the portable system. The instruction set is stored on a non-volatile portable system memory. The instruction set further enables pairing of the gaming system with at least one of the portable system peripherals or built-in gadgets. | 10-30-2014 |
20140323219 | MANIPULATOR AND MANIPULATION APPARATUS - A manipulator includes a manipulation body having a plurality of bar-shaped portions which intersect orthogonally with each other at one intersection point, and a plurality of detection bodies which detect a displacement of the manipulation body. The plural bar-shaped portions include a bar-shaped portion and another bar-shaped portion which intersect orthogonally with each other. The plural detection bodies include a first detection body which detects a displacement of one end side of the bar-shaped portion with respect to the intersection point, a second detection body which detects a displacement of the other end side of the bar-shaped portion with respect to the intersection point, and a third detection body which detects a displacement of one end side of the bar-shaped portion with respect to the intersection point. | 10-30-2014 |
20140329601 | INTERACTIVE ENTERTAINMENT SYSTEM - Embodiments of the present invention provide a unique play experience carried out utilizing an interactive “wand” and/or other seemingly magical actuation/tracking device. The wand or other actuation device allows play participants to electronically and “magically” interact with their surrounding play environment(s), thereby giving play participants the realistic illusion of practicing, performing and mastering “real” magic. Optionally, multiple play participants, each provided with a suitable “wand” and/or other actuation/tracking device, may play and interact together, either within or outside one or more compatible play environments, to achieve desired goals, master certain magical spells and/or produce desired seemingly magical effects within the play environment. | 11-06-2014 |
20140342827 | INERTIALLY TRACKABLE HAND-HELD CONTROLLER - A game controller includes an image capture unit; a body; at least one input device assembled with the body, the input device manipulable by a user to register an input from the user; an inertial sensor operable to produce information for quantifying a movement of said body through space; and at least one light source assembled with the body; and a processor coupled to the image capture unit and the inertial sensor. The processor is configured to track the body by analyzing a signal from the inertial sensor and analyzing an image of the light source from the image capture unit. The processor is configured to establish a gearing between movement of the body and actions to be applied by a computer program. | 11-20-2014 |
20140342828 | GAMING SYSTEM, GAMING DEVICE, AND METHOD PROVIDING AN ESTIMATED EMOTIONAL STATE OF A PLAYER BASED ON THE OCCURENCE OF ONE OR MORE DESIGNATED EVENTS - The present disclosure provides gaming systems, gaming devices, and methods providing an estimated emotional state of a player based on the occurrence of one or more designated events. When a player initiates a gaming session, the gaming system estimates the player's emotional state and generates estimated emotional state data that represents that estimation of the player's emotional state. For each of one or more designated events that occurs, the gaming system updates the player's estimated emotional state using an expected emotional response to that designated event. More specifically, the gaming system updates the player's estimated emotional state data using expected emotional response data representing the expected emotional response to that designated event. If one or more triggering conditions associated with the player's estimated emotional state is satisfied during the gaming session, the gaming system modifies one or more functions, aspects, or features of the gaming system. | 11-20-2014 |
20140357369 | GROUP INPUTS VIA IMAGE SENSOR SYSTEM - Embodiments that relate to detecting via an image sensor inputs made by a group of users are provided. For example, one disclosed embodiment provides a method including receiving image information of the play space from a capture device, identifying a body of a user within the play space from the received image information, and identifying a head within the play space from the received image information. The method further includes associating the head with the body of the user, identifying an extremity, and if the extremity meets a predetermined condition relative to one or more of the head and body, then performing an action via the computing device. | 12-04-2014 |
20140378226 | Universal Game Pedal Controller And Method Therefor - A universal game pedal controller and method of emulating the output of multiple game pedal controllers in a universal game pedal controller are disclosed. A universal game pedal controller according to the present invention provides a microcontroller-based interface board for mapping the inputs from multiple pedal sensors to analog outputs of a primary game controller interface having a common adapter cable port, and adapter cables configured to connect the interface board to different primary game controllers. A USB interface may also be provided, permitting connection of the universal game pedal controller to a personal computer. The method provides for calibration of the input signals to the full range of the outputs, whether analog or digital, for increased accuracy and responsiveness. | 12-25-2014 |
20150038230 | VISUAL BASED IDENTITY TRACKING - A video game system (or other data processing system) can visually identify a person entering a field of view of the system and determine whether the person has been previously interacting with the system. In one embodiment, the system establishes thresholds, enrolls players, performs the video game (or other application) including interacting with a subset of the players based on the enrolling, determines that a person has become detectable in the field of view of the system, automatically determines whether the person is one of the enrolled players, maps the person to an enrolled player and interacts with the person based on the mapping if it is determined that the person is one of the enrolled players, and assigns a new identification to the person and interacts with the person based on the new identification if it is determined that the person is not one of the enrolled players. | 02-05-2015 |
20150087420 | INPUT DEVICE WITH MEMBRANE TO IMPEDE ENTRANCE OF FOREIGN CONTAMINATES INTO AN ELECTRIC GAMING MACHINE - Methods, systems, or apparatuses for impeding the entrance of foreign contaminates into a housing of a gaming machine may include a gaming controller, a panel, and an input device mounted to the panel. The input device may include a housing. The housing of the input device may include a first section, a second section, and a member moveable with respect to the first and the second sections, wherein the moveable member is configured to be actuated by a player to provide input to the gaming controller; and a membrane disposed between the first section and the panel, wherein the membrane impedes the entrance of foreign contaminates into the housing. | 03-26-2015 |
20150105157 | GAME CONTROLLER LUMBAR SUPPORT BOARD - An active game controller includes a plurality of load sensors for detecting a load applied on an exercise support apparatus having a seat support area attached thereto a lumbar support portion that supports the lumbar region of a person's body on which a player performs abdominal sit-ups, push-ups, poses or stretches upon. The active game controller wirelessly transmits a load value detected as manipulation data by the load sensors to a game machine or smart device. The game machine or smart device determines a necessary quantity of load values, and the game machine or smart device computes the necessary quantity of load values based on the detected load value from the active game controller. Subsequently, game processing is performed based on the necessary quantity of computed load values received from both the seat support area and lumbar support portion. | 04-16-2015 |
20150105158 | APPARATUS AND METHOD FOR MANAGING USER INPUTS IN VIDEO GAMES - A system that incorporates teachings of the present disclosure may include, for example, a computing device having a controller to obtain a user input that was inputted into a first accessory operably coupled with the computing device where the first accessory provides a user interface for user interaction with a video game, determine a language of an intended recipient of the user input based on an identity of the intended recipient, access a multi-lingual library comprising a plurality of words associated with the video game, match the user input to one or more words of the plurality of words of the multi-lingual library to generate a translated message in the determined language of the intended recipient, and provide the translated message to a second accessory for presentation to the intended recipient in real-time. Additional embodiments are disclosed. | 04-16-2015 |
20150111646 | Electronic Devices in Local Interactions between Users - In one implementation, a method includes detecting, using a processor, user input through a camera lens. The method further includes determining, using the processor, that an identity of a user, selected from identities of at least two users, is associated with the user input. The method also includes tracking, using the processor, a local interaction between the at least two users based on at least the identity, the user input, and stored rules that govern the local interaction. The tracking can include determining whether the user has complied with the stored rules that govern the local interaction. Furthermore, the local interaction can include a multiplayer game. | 04-23-2015 |
20150126280 | METHODS, SYSTEMS, AND APPARATUS FOR WORK-DRIVEN GAMING - Methods, systems, and apparatus for performing a work-driven game are described. A work event may be obtained. A gaming asset based on the work event may be awarded. A class of the gaming asset may be selected based on the work event. | 05-07-2015 |
20150126281 | ENHANCED OPTICAL AND PERCEPTUAL DIGITAL EYEWEAR - Improved wearable optics is disclosed. The wearable optics comprises a frame member and a lens. The wearable optics also includes circuitry within the frame member for enhancing the use of the wearable optics. A system and method in accordance with the present invention is directed to a variety of ways to enhance the use of eyeglasses. They are: (1) media focals, that is, utilizing the wearable optics for its intended purpose and enhancing that use by using imaging techniques to improve the vision of the user; (2) telecommunications enhancements that allow the eyeglasses to be integrated with telecommunication devices such as cell phones or the like; and (3) entertainment enhancements that allow the wearable optics to be integrated with devices such as MP3 players, radios, or the like. | 05-07-2015 |
20150141148 | CONTROLLING A USER INTERFACE OF A COMPUTER DEVICE - A computer device has user interface configured to display user actuatable game elements and to detect user input when a user engages with a game element; and a processor configured to receive a detected user input and on detecting a match game condition to control the user interface to remove at least three game elements from the display and to provide on the user interface replacement user actuatable game elements, wherein the manner of providing each replacement game element has a graphical representation governed by a tile associated with each game element, wherein each tile has a selectable physics which controls at least one of (i) the direction in which it moves to replenish a vacancy left by the removed user game elements; and (ii) the speed at which it moves to replenish the vacancy. | 05-21-2015 |
20150297987 | Methods for Using Touch-Screens to Simulate Balancing and Manipulation of Curved Object During Gameplay - Methods and computer programs include associating a three-dimensional collider component and a rigid body component to a two-dimensional game object used in the game play. The three-dimensional collider component and the rigid body component define a plurality of physics attributes to enable control of physical behavior of the game object. A second three-dimensional collider component is associated with a game cursor that is used for providing user input to the gameplay. The game cursor is defined as a two-dimensional object with at least a portion of the game cursor having a spherical contour. User input is detected at a touch screen interface of a computing device that is rendering the gameplay. The user input causes the spherical contour of the game cursor to control movement of the game object within the game scene of the gameplay, the movement being adjusted in accordance to physics attributes of the game object. | 10-22-2015 |
20150306498 | COMPUTER PROGRAM, METHOD, AND SYSTEM FOR ENABLING AN INTERACTIVE EVENT AMONG A PLURALITY OF PERSONS - A computer program, method, and system for participating in interactive events includes a personal input executing an event application, a client device coupled to a display and executing a display application, and a server executing a server application. The display application receives a request from a player to participate in an event, receives the event from the server application, shows the event on the display, and determines an event start time corresponding to a time at which the start of the event is shown on the display. The event application receives sensor data from a sensor, compares the sensor data to reference data to generate a score, forms a plurality of packets containing the score, and transmits the packets. The server application transmits the event to the display application, receives the score from the event application, and transmits the score to the display application. | 10-29-2015 |
20150328542 | GAME INTERACTION SYSTEM AND GAME INTERACTION METHOD - A game interaction system includes at least one game controller and a game console. The game controller is configured for detecting at least one physiological signal of at least one user, and for generating and outputting at least one corresponding physiological signal data according to the physiological signal. The game console is configured for receiving and analyzing the physiological signal data, and for generating at least one corresponding physiological signal parameter. The game console is further configured for determining whether the physiological signal parameter reaches at least one setting value, and if yes, the game console performs at least one corresponding instruction. A game interaction is disclosed herein as well. | 11-19-2015 |
20150352441 | VIRTUAL REALITY AVATAR TRAVELING CONTROL SYSTEM AND VIRTUAL REALITY AVATAR TRAVELING CONTROL METHOD - A virtual reality avatar traveling control system comprising: at least one body location sensing apparatus, for providing body location information according to body locations of a user; a body location determining apparatus, for computing a location for a first limb of the user according to the body location information; and a moving deciding apparatus, for deciding a moving speed level and a moving direction of an avatar according to the location for the first limb, to thereby generate at least one moving parameter. | 12-10-2015 |
20150360124 | SYSTEM AND METHOD FOR INTERACTIVE MOBILE GAMING - Disclosed are a method and apparatus for providing isolated actuations in a plurality of animated points of an object. A base portion and an object portion are provided with an apparatus, and a plurality of light receiving elements are configured with the base portion that are operable to detect light emanating from pixels that flash on a computing device display screen. A plurality of actuators are provided with the base portion and each is configured to independently actuate in response to the light detected by the light receiving elements. A plurality of passive mechanical components is provided with the object portion. The mechanical portions are operatively coupled to respective ones of the plurality of actuators, wherein independent movement of respective parts of the object portion is provided by the respective actuators in response to the light detected from the computing device. | 12-17-2015 |
20160008711 | GAME CONTROLLER | 01-14-2016 |
20160030834 | SYSTEM AND METHODS FOR BIOMETRIC DETECTION OF PLAY STATES, INTRINSIC MOTIVATORS, PLAY TYPES/PATTERNS AND PLAY PERSONALITIES - Techniques are described herein for automatically determining play states, intrinsic motivators, play types/patterns and a play personality of a user/subject. Play personalities develop from activation of play states, and vary individually and are expressed in a variety of play type/patterns. These states, personalities, patterns and associated intrinsic motivations may be automatically determined by computing devices based on that user/subject's information, behaviors and biometric data. The play personality may be additionally used as the means for identifying and integrating intrinsic motivators into player-centric design which can alter and personalize user/subject/player engagement, experience and outcomes. | 02-04-2016 |
20160030842 | Game Apparatus, Storage Medium, Game Controlling Method and Game System - A game apparatus includes a micon, and the micon measures step counts in correspondence with the magnitude of accelerations indicated by acceleration data from an acceleration sensor when a user carries the game apparatus in a sleep mode in which the apparatus is closed. The step counts are converted into earned coins. In each of a plurality of games executed by the game apparatus, by using the earned coins, a special item is purchased, playing in a special course is permitted, a hint is displayed, and a game is played in fast-forward. | 02-04-2016 |
20160059120 | METHOD OF USING MOTION STATES OF A CONTROL DEVICE FOR CONTROL OF A SYSTEM - This invention is for control of a system using motion states of a control device. The method enables complex system control typically controlled by complex controllers, but does not require any buttons or actuators, or video capture of body movements or gesture. An embodiment of the invention utilizes the gyroscope and accelerometer motion sensors of a control device such as a smart phone, smart watch, fitness band, or other device with motion sensors connected, via a cable or wirelessly, to a processor for analysis and translation. | 03-03-2016 |
20160129344 | INFORMATION PROCESSOR, CONTROL METHOD OF INFORMATION PROCESSOR, PROGRAM, AND INFORMATION STORAGE MEDIUM - An information processor determines data content to be transmitted and a destination device to which to transmit the data on the basis of the posture of the information processor identified on the basis of detection results of a sensor adapted to detect the posture thereof, a control method of an information processor, a program, and an information storage medium. A game process execution section determines a transmission destination device on the basis of the posture of the information processor identified on the basis of detection results of the sensor. A missile data generation section determines data content to be transmitted to the transmission destination device on the basis of the posture of the information processor identified on the basis of detection results of the sensor at a time different from when the transmission destination device is determined. A missile data transmission section transmits the data to the transmission destination device. | 05-12-2016 |
20160144278 | AFFECT USAGE WITHIN A GAMING CONTEXT - Mental state data is collected as a person interacts with a game played on a machine. The mental state data includes facial data, where the facial data includes facial regions or facial landmarks. The mental state data can include physiological data and actigraphy data. The mental state data is analyzed to produce mental state information. Mental state data and/or mental state information can be shared across a social network or a gaming community. The affect of the person interacting with the game can be represented to the social network or gaming community in the form of an avatar. Recommendations based on the affect resulting from the analysis can be made to the person interacting with the game. Mental states are analyzed locally or via a web services. Based on the results of the analysis, the game with which the person is interacting is modified. | 05-26-2016 |
20160147295 | VIDEO GAME USING DUAL MOTION SENSING CONTROLLERS - An inclination of a first unit is detected based on an output from a first acceleration sensor provided in a first unit of a controller, and an inclination of a second unit is detected based on an output from a second acceleration sensor provided in a second unit separate from the first unit. A difference between the inclinations of the first unit and the second unit is detected, and game control is performed using the detected difference. Thus, with a game apparatus using a plurality of acceleration sensors or a plurality of sensors capable of detecting a motion or a posture, a dynamic play is made possible with a high degree of freedom of motion and an intuitive motion input is realized. | 05-26-2016 |
20160184702 | GAME SYSTEM HAVING FULL-BODY EXERCISE APPARATUS CONTROLLER WITH INDEPENDENTLY OPERABLE APPENDICULAR MEMBERS - A game system is disclosed that comprises a game processor configured to control game play of an electronic video game, and a game controller in electronic communication with the game processor. The game controller includes a plurality of appendicular members configured for respective engagement with legs and arms of a user, and a resistance control system providing a resistive force on each of the plurality of appendicular members with respect to movement of the legs and arms of the user. The resistive force provided by the resistance control system is adjustable in a generally continuous manner in response to the game play of the electronic video game. The game controller also includes a feedback control system responsive to at least one of a motion parameter, a force parameter, and/or a position parameter of each of the plurality of appendicular members to control the game play of the electronic video game. | 06-30-2016 |
20160193528 | INFORMATION PROCESSING SYSTEM, INFORMATION PROCESSING METHOD, INFORMATION PROCESSING PROGRAM, AND COMPUTER-READABLE STORAGE MEDIUM STORING THE INFORMATION PROCESSING PROGRAM | 07-07-2016 |
20160250548 | Game System, Controller, Game Device, Control Method for Game Device, and Program | 09-01-2016 |
20170232347 | TRANSFER OF ATTRIBUTES BETWEEN GENERATIONS OF CHARACTERS | 08-17-2017 |
20180021670 | VIRTUAL REALITY PROXIMITY MAT WITH DIRECTIONAL LOCATORS | 01-25-2018 |
20180021681 | COMPUTER SYSTEMS AND COMPUTER-IMPLEMENTED METHODS FOR CONDUCTING AND PLAYING PERSONALIZED GAMES BASED ON VOCAL AND NON-VOCAL GAME ENTRIES | 01-25-2018 |