Sony Computer Entertainment America Inc. Patent applications |
Patent application number | Title | Published |
20130047267 | BENCHMARK MEASUREMENT FOR LEGITIMATE DUPLICATION VALIDATION - A system and method for detecting piracy of a software product that is distributed on a particular media type is described. Embodiments of the invention track a title load time of a software product that is distributed on a particular media type, and compare it against a benchmark load time for that media type. This comparison is used to detect if the title may have been illegally transferred or pirated to another, unauthorized media type. | 02-21-2013 |
20120320068 | DYNAMIC CONTEXT SWITCHING BETWEEN ARCHITECTURALLY DISTINCT GRAPHICS PROCESSORS - Graphics processing in a computer graphics apparatus having architecturally dissimilar first and second graphics processing units (GPU) is disclosed. Graphics input is produced in a format having an architecture-neutral display list. One or more instructions in the architecture neutral display list are translated into GPU instructions in an architecture specific format for an active GPU of the first and second GPU. | 12-20-2012 |
20120291065 | INTEGRATION OF CONTROL DATA INTO DIGITAL BROADCAST CONTENT FOR ACCESS TO ANCILLARY INFORMATION - Ancillary information associated with one or more images embedded in a digital broadcast data stream may be accessed by a digital broadcast receiving device. The device may include a receiver unit, a processor, and a memory. The processor may execute program instructions to access the ancillary information. Control data may be associated with one or more visual components of one or more video images. The control data and images may be combined into a digital broadcast data stream. The device may receive the images and control data. The images may be presented on a display device. The receiving device may use the control data to present or store a perceptible indication that ancillary information is associated with the visual components in conjunction with presenting the images. The device may use the control data to present or store the ancillary information in response to an input signal. | 11-15-2012 |
20120202602 | AUTOMATIC PLAYER INFORMATION GENERATION FOR INTERACTIVE ENTERTAINMENT - Automatic player profile generation may be implemented for an interactive online game in which one or more players interact via one or more client devices connected to a server device via a network. Information relating to game activity may be collected for the one or more players during one or more game sessions with the server device. One or more player statistics relevant to the game activity may be calculated for each of the one or more players during the game session based on the information relating to game activity with the server device. A player profile may be generated for each of the one or more players with the server. Each player profile may include the one or more player statistics for a corresponding one of the one or more players. | 08-09-2012 |
20120102185 | RESOURCE MANAGEMENT OF SERVER HOSTS IN ONLINE GAME ENVIRONMENT - Managing resources of server hosts in an online game environment, including: monitoring metrics data of the online game environment including configurable thresholds and rules defined for a game title; processing and analyzing the metrics data; determining whether the metrics data indicates an over or under capacity of the server hosts in the online game environment; sending a first request to locate, deploy, connect, and register additional game servers to the online game environment to support increasing load, when the metrics data indicates the under capacity of the server hosts; and sending a second request to isolate, remove, disconnect, and un-register surplus game servers from the online game environment to make them available to support the player load in other game titles, when the metrics data indicates the over capacity of the server hosts. Keywords include resource management, online gaming, and server architecture. | 04-26-2012 |
20120101799 | LOAD TESTING ONLINE GAME SERVER ENVIRONMENT USING WEB-BASED INTERFACE - Load testing an online game server environment using a web-based interface includes: configuring a load test with configuration parameters including client behavior parameters and server parameters, wherein the client behavior parameters provide settings for various behaviors such as cheating and aggressiveness, and wherein the server parameters provide a setup for server states and messages; building and deploying simulation client and game server binaries; scheduling and running the load test; and collecting test data output from the load test. Keywords include load test automation, load test service, load test resource management. | 04-26-2012 |
20120094763 | COORDINATING REAL-WORLD GATHERINGS TO PROMOTE ONLINE COMMUNITY - Coordinating real-world gatherings to promote an online community, the method including: encouraging participants of the online community to participate in a real-world gathering by providing incentives for the participants; promoting familiarity among the participants by providing and introducing online community titles of the participants at the real-world gathering; and providing online benefits or rewards to the participants for participating in the real-world gathering. Keywords include socializing in the real world, community building and bridging the gap between the game world and the real world. | 04-19-2012 |
20120094762 | ONLINE PROCESS FOR RECOMMENDING FRIENDS BASED ON GAME PLAYING HABITS - Recommending game-playing friends or buddies, including: receiving at least one of playing habits, behaviors, and preferences of online game players; selecting a subset of the online game players matching a set number of criteria of the at least one of playing habits, behaviors, and preferences that are similar or complementary; and recommending the subset of the online game players selected as matching a set number of criteria as game-playing friends or buddies. Keywords include improved game experience, social building, and community growing. | 04-19-2012 |
20120066593 | PIVOT COMMAND FOR PLAYLIST - Managing playlists, comprising: displaying a current playlist and one or more playlists that intersect the current playlist at a current media item; selecting one of the following: (1) when a pivot command to pivot from the current playlist to a pivoted playlist is received, first moving to a next media item of the pivoted playlist, and displaying the pivoted playlist and one or more playlists that intersect the pivoted playlist at the next media item of the pivoted playlist; (2) otherwise when no pivot command is received, second moving to a next media item of the current playlist, and displaying the current playlist and one or more playlists that intersect the current playlist at the next media item of the current playlist. | 03-15-2012 |
20110246966 | EMBEDDING SOURCE FILES INTO PROGRAM SYMBOL FILES - Appending source files for debugging a program, including: receiving object data and a plurality of matching symbol data corresponding to the source files; first appending the received object data to object files and the plurality of matching symbol data to a set of symbol files; second appending the source files to the set of symbol files; and merging the object files and the set of symbol files. | 10-06-2011 |
20110181601 | CAPTURING VIEWS AND MOVEMENTS OF ACTORS PERFORMING WITHIN GENERATED SCENES - Generating scenes for virtual environment of a visual entertainment program, comprising: capturing views and movements of an actor performing within the generated scenes, comprising: tracking movements of a headset camera and a plurality of motion capture markers worn by the actor within a physical volume of space; translating the movements of the headset camera into head movements of a virtual character operating within the virtual environment; translating the movements of the plurality of motion capture markers into body movements of the virtual character; generating first person point-of-view shots using the head and body movements of the virtual character; and providing the generated first person point-of-view shots to the headset camera worn by the actor. | 07-28-2011 |
20110136568 | Portable Game Controller Settings - A player of a video game, whether a freestanding system or an online gaming platform, is able to customize game controller behavior based on his/her preference, regardless of the particular game controller he/she is using. A game controller settings store is provided for storing customized game controller mappings. The game controller settings store is separate from the game controller and is accessible using different game controllers, so that a player can leave his/her game controller at one location and use a different game controller, at a different location, while still having access to the his/preferred customized mappings. | 06-09-2011 |
20110118033 | SYNCHRONIZING MISSION PROGRESS IN PEER-TO-PEER COOPERATIVE GAMES - Methods and systems are described for a multiplayer video game on a peer-to-peer network in which a player's or players' missions are tracked individually as mission lines, each mission line being composed of a series of ordered objectives. Each objective generally must be completed in order of the sequence with no forking of objective paths. Each objective can include one or more conditions that can be completed in any order within the objective. Players can go off on different missions and then come back to synchronize their mission progress so that they benefit from the other player's gameplay. Players can also synchronize the conditions achieved within the missions during long missions with many difficult conditions to achieve in order to advance their combined progress. | 05-19-2011 |
20110118032 | Portable Device Interaction Via Motion Sensitive Controller - Methods, systems, and computer programs for wireless interaction with a portable device supported by a stand are presented. In one method operation, a communications link is established between the portable device and the stand. The stand tracks the motion of an input device within an interactivity zone. In another method operation, the portable device interfaces with the input device to generate actions associated with game objects in the portable device, where the interface takes place when the input device is in or near the interactivity zone. Additionally, the stand moves when the tracking detects that the input device is outside predefined boundaries near an edge of the interactivity zone. The stand movement information is transferred via the communications link to update the location of the interactivity zone. | 05-19-2011 |
20110111859 | Level Server System For Peer-To-Peer Cooperative Games - Methods and systems are described for a multiplayer video game on a peer-to-peer network in which players' game consoles can pass off or accept server or other management responsibilities for individual rooms, levels, or other virtual areas from other game consoles. Each player's game console can be either a ‘level server’ or a ‘level client,’ the level server's responsibilities including spawning and directing non-player characters, tracking objects, and/or conducting other management responsibilities of the room for the level clients. The level server can send updates such as save game states and other level checkpoints to its level clients for the specific virtual area that it manages. | 05-12-2011 |
20110092282 | VIDEO GAME COMPETITION NOTIFICATIONS - Methods and systems are described for automatically sending a popup or other message to another person's electronic device upon finishing a predetermined goal in a video game. The predetermined goal can be, for example, killing a first boss in under five minutes. The message to the friend can include a link or button enabled such that the friend can begin the game on his device in the same room, mission, scenario, etc. that the first player started out in so that the friend can attempt to duplicate or ‘one up’ the first player's achievement. Friends who are interested in receiving such messages can be determined from existing social networking sites. | 04-21-2011 |
20110014983 | METHOD AND APPARATUS FOR MULTI-TOUCH GAME COMMANDS - Game commands may be entered via an electronic game peripheral by a user simultaneously contacting at least two of a plurality of discrete touch sensitive areas on a first surface of the device. A game command is determined based on the touch sensitive areas which are detected as being simultaneously in contact with the user. A second surface of the device, such as that opposite the first surface, may include a display that displays an indication of the game command. | 01-20-2011 |
20110012716 | METHOD AND APPARATUS FOR MULTITOUCH TEXT INPUT - Text input may be entered on an electronic text input device by a user simultaneously contacting at least two of a plurality of discrete touch sensitive areas on a first surface of the device. A text character for input is determined, based on the touch sensitive areas which are detected as being simultaneously in contact with the user. The determined text character is locked by subsequent user action. A second surface of the device, such as that opposite the first surface, may include a display on which the determined text character and other information may be displayed. | 01-20-2011 |
20100306672 | METHOD AND APPARATUS FOR MATCHING USERS IN MULTI-USER COMPUTER SIMULATIONS - A method for use in a computer simulation includes receiving a request from a first user to initiate a multi-user session, retrieving tag data for a second user, wherein the tag data includes tags entered by one or more users of a plurality of users including the first user, evaluating the tag data, matching the first user with the second user based on the result of the evaluating, and initiating the multi-user session with at least the first user and second user. Another method for use in a computer simulation includes establishing a multi-user computer simulation having an ability for one or more users in a plurality of users to enter tags for other users in the plurality of users, receiving tag data for the plurality of users, wherein the tag data includes tags that have been entered by the one or more users for the plurality of users, evaluating the tag data, and matching a first user in the plurality of users with one or more other users of the plurality of users based on a result of the evaluating. A computer-readable storage medium stores a computer program adapted to cause a processor based system to execute one or both of these methods. | 12-02-2010 |
20100306402 | Addition of Supplemental Multimedia Content and Interactive Capability at the Client - Methods, systems, and computer programs for delivering supplemental content within streamed media are provided. In one embodiment, a method includes receiving a request at a client for a media segment, which includes a plurality of video frames. Further, a stream of the media segment to the client from a media server is obtained and supplemental content (SC) is accessed from storage in the client or from an SC server. The access of the SC from the SC server can be performed before receiving the request, or while obtaining the stream, or after the stream has been obtained. Further, the method includes combining the media segment with the SC at the client, which inserts the SC to add or augment video frames from the media segment. The combination is then displayed to the user. | 12-02-2010 |
20100304868 | MULTI-POSITIONAL THREE-DIMENSIONAL CONTROLLER - Systems and methods are disclosed to control interactivity with a video gaming system. The system includes a game console and a controller that is configured to be held in a plurality of handhold orientations. The controller further includes a handle that extends between a first end and a second end along a length axis and an input feature disposed at the first end. The input feature includes sensors to detect manipulations that cause a relative movement between the input feature and the handle. The manipulations that are detected include torque applied to the input feature about the length axis. Where the detected manipulation are relayed to the game console where the game console correlates the detected manipulation into control of the video game. The gaming system can be primarily executed through a local game console, or the game console (or computing device), can communicate to remote servers, over the internet, to processes primary execution. And, the processing can be for one or more users connected to interactive applications, in a multi-user gaming, communication and/or interactive application. | 12-02-2010 |
20100299596 | DYNAMIC RECONFIGURATION OF GUI DISPLAY DECOMPOSITION BASED ON PREDICTIVE MODEL - A hand-held electronic device, method of operation and computer readable medium are disclosed. The device may include a case having one or more major surfaces. A visual display and a touch interface are disposed on at least one of the major surfaces. A processor is operably coupled to the visual display and touch screen. Instructions executable by the processor may be configured to a) present an image on the visual display containing one or more active elements; b) perform a tessellation that divides the image into one or more regions that fill the display, wherein each region corresponds to a different active element, wherein a size of each region depends on a corresponding probability that a user will use the corresponding active element within a given time frame; and c) correlating one or more active portions of the touch interface to one or more corresponding active elements. | 11-25-2010 |
20100299595 | HAND-HELD DEVICE WITH TWO-FINGER TOUCH TRIGGERED SELECTION AND TRANSFORMATION OF ACTIVE ELEMENTS - A hand-held electronic device, method of operation and computer readable medium are disclosed. The device may include a case having one or more major surfaces. A visual display and a touch interface are disposed on at least one of the major surfaces. A processor is operably coupled to the visual display and touch screen. Instructions executable by the processor may be configured to a) present an image on the visual display containing one or more active elements; b) correlate one or more active portions of the touch interface to one or more corresponding active elements in the image on the visual display; c) operate the one or more active elements according to a first mode of operation in response to a first mode of touch on one or more of the active portions; and d) operate the one or more active elements according to a second mode of operation in response to a second mode of touch on one or more of the active portions, wherein in the second mode of operation, the second mode of touch activates an enhancement of one or more of the active elements. | 11-25-2010 |
20100299594 | TOUCH CONTROL WITH DYNAMICALLY DETERMINED BUFFER REGION AND ACTIVE PERIMETER - A hand-held electronic device, method of operation and computer readable medium are disclosed. The device may include a case having one or more major surfaces. A visual display and a touch interface are disposed on at least one of the major surfaces. A processor is operably coupled to the visual display and touch screen. Instructions executable by the processor may be configured to a) present an image on the visual display containing one or more active elements; b) correlate one or more active portions of the touch interface to one or more corresponding active elements in the image on the visual display; and c) re-purpose one or more portions of the touch interface outside the one or more active portions to act as inputs for commands associated with the one or more active elements. | 11-25-2010 |
20100299592 | CUSTOMIZATION OF GUI LAYOUT BASED ON HISTORY OF USE - A hand-held electronic device, method of operation and computer readable medium are disclosed. The device may include a case having one or more major surfaces. A visual display and a touch interface are disposed on at least one of the major surfaces. A processor is operably coupled to the visual display and touch screen. Instructions executable by the processor may be configured to a) present an image on the visual display containing one or more active elements; b) correlate one or more active portions of the touch interface to one or more corresponding active elements in the image on the visual display; and c) adjust a layout of content shown on the display according to a probability of one or more actions that may be taken with the one or more active elements. | 11-25-2010 |
20100295853 | METHOD AND APPARATUS FOR RENDERING IMAGE BASED PROJECTED SHADOWS WITH MULTIPLE DEPTH AWARE BLURS - A computer readable storage medium stores one or more computer programs adapted to cause a processor based system to execute steps including: identifying one or more groups of objects in a frame of content, wherein each group of objects includes one or more shadow casters and corresponding shadow receivers; for visible shadow receivers in the identified groups of objects, establishing depth information in a small white buffer; for each of the identified groups of objects, rendering the shadow casters into a single depth map; blurring the small white buffer; and upsampling the small white buffer into a full sized white buffer, wherein the upsampling comprises using depth information as a metric. A method includes similar steps, and an apparatus includes a processor based system that is configured to execute similar steps. | 11-25-2010 |
20100295851 | METHOD AND APPARATUS FOR RENDERING SHADOWS - A method including identifying a set of shadow casters and a set of shadow receivers in a frame of a scene lighted by at least a first light source, constructing a first 3D grid from the first light source's point of view fully enclosing a first volume of the scene, projecting each of the one or more shadow casters and growing each cell of the first 3D grid that includes one or more projected casters. Constructing a second 3D grid from the first light source's point of view fully enclosing the first volume and growing each cell of the second 3D grid that includes at least a portion of one or more shadow receivers and for which a corresponding cell of the first 3D grid has been grown. Forming a third 3D grid by intersecting the first 3D grid with the second 3D grid and marking for rendering into a shadow map each shadow caster that intersects the third 3D grid. | 11-25-2010 |
20100295817 | HAND-HELD DEVICE WITH ANCILLARY TOUCH ACTIVATED TRANSFORMATION OF ACTIVE ELEMENT - A hand-held electronic device, method of operation and computer readable medium are disclosed. The device may include a case having one or more major surfaces. A visual display and a touch interface are disposed on at least one of the major surfaces. A processor is operably coupled to the visual display and touch screen. Instructions executable by the processor may be configured to: a) present an image on the visual display containing one or more active elements; b) correlate one or more active portions of the touch interface to one or more corresponding active elements in the image on the visual display; and c) present a transformed active element corresponding to a particular one of the one or more active elements on the visual display in response to a user interaction with a corresponding one of the one or more active portions. | 11-25-2010 |
20100295799 | TOUCH SCREEN DISAMBIGUATION BASED ON PRIOR ANCILLARY TOUCH INPUT - A hand-held electronic device, method of operation and computer readable medium are disclosed. The device may include a case having one or more major surfaces. A visual display and a touch interface are disposed on at least one of the major surfaces. A processor is operably coupled to the visual display and touch screen. Instructions executable by the processor may be configured to a) present an image on the visual display containing one or more active elements; b) correlate one or more active portions of the touch interface to one or more corresponding active elements in the image on the visual display; c) highlight a most recently activated active element of the one or more active elements on the visual display in response to a user interaction with a corresponding one of the one or more active portions; and d) activate the most recently activated active element in response to a touch anywhere on the touch interface. | 11-25-2010 |
20100295798 | HAND-HELD DEVICE WITH ANCILLARY TOUCH ACTIVATED ZOOM - A hand-held electronic device, method of operation and computer readable medium are disclosed. The device may include a case having one or more major surfaces. A visual display and a touch pad are disposed on at least one of the major surfaces. | 11-25-2010 |
20100295797 | CONTINUOUS AND DYNAMIC SCENE DECOMPOSITION FOR USER INTERFACE - A hand-held electronic device, method of operation and computer readable medium are disclosed. The device may include a case having one or more major surfaces. A visual display and a touch pad are disposed on at least one of the major surfaces. A processor is operably coupled to the visual display and touch screen. Instructions executable by the processor may be configured to: a) present an image on the visual display containing one or more active elements; b) divide the image into one or more regions that fill the display, wherein each region corresponds to a different active element; c) correlating an active element in the image on the visual display to a corresponding active portion of the touch interface; and d) activate one of the one or more active elements in response to a touch to a corresponding one of the active portions of the touch interface. | 11-25-2010 |
20100293365 | METHOD AND APPARATUS FOR SYSTEM AND SOFTWARE QUICK LAUNCH - A method includes launching a software application having a standard start-up mode, determining whether or not a set of application launch settings have been saved for the software application, running the software application in an alternative start-up mode if the set of application launch settings have been saved, and displaying images that are generated by a main portion of the software application. Another method includes begin performing a booting-up of a processor based system, determining whether or not a set of system launch settings have been saved, reading the set of system launch settings to determine an identity of a software application that should be automatically launched if the set of system launch settings have been saved, and automatically initiating a launching of the software application. A system and one or more computer programs are adapted to cause a processor based system to execute the above steps. | 11-18-2010 |
20100285883 | Base Station Movement Detection and Compensation - Method and systems for processing interactive communication received from input devices, which interface with a computer program that executes at a computer, are provided. The method includes receiving input data from a first input device and a second input device at a base station that is interfaced with the computer. The first and second input devices are movable independently of one another to interactively interface with the computer program. The method tracks a position of the first and second input devices through the base station and identifies a near-identical change in position of the tracked position of the first and second input devices. The method then sets a flag upon identifying the near-identical change in position. The flag is processed by the computer program to set an action to take during interactivity with the computer program. In one example, the base station includes an inertial sensor that can confirm movement. If movement is confirmed, the flag is processed to take the action, as defined within the computer program. | 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 |
20100281116 | DYNAMIC BANDWIDTH CONTROL - Data transfer over a computer network relating to a data object of a multiple user network application, from a network user who owns the data object to an updating user, is achieved by transfer of a subset of data fields that define the data object, such that the subset of data fields is specified by the updating user and is less than a full update transfer comprising updated values for all the data fields that define the data object. Each data object is defined by multiple data fields, such that the transfer of a subset of the data object data fields ensures that the network bandwidth utilized for data updates will be reduced from the situation in which all the defining data fields for an object being updated are transferred over the network. | 11-04-2010 |
20100273557 | MINIMIZING BANDWIDTH COSTS FOR ONLINE GAMES - Minimizing bandwidth cost for a participant in an online game, the method including: querying the game participant to determine a network service charge model; selecting a role for the game participant based on the determined network service charge model and a position of the participant in a network topology; and positioning the game participant into the selected role within the network topology of the online game. | 10-28-2010 |
20100273553 | System for Converting Television Commercials into Interactive Networked Video Games - Methods, systems, and computer programs for converting television commercials into interactive network video games are presented. In one method, a broadcast or streamed commercial is accompanied by an interactive segment. A media player coupled to the broadcast or streaming media source identifies the existence of the interactive segment and presents the user with an enhanced and interactive mini-game commercial that can be played with other “viewers” in a common or disperse demographic. Multiple methods for content delivery are provided, including a model where television commercial is inserted within consecutive frames of the television program, and a model where the commercial is overlaid on frames of the television program allowing the user to play the game while the television program is displayed. In a preferred embodiment, the termination of the interactive mini-game commercial is set within a fixed time period commensurate with traditional spot television advertising. | 10-28-2010 |
20100271367 | METHOD AND APPARATUS FOR COMBINING A REAL WORLD EVENT AND A COMPUTER SIMULATION - A method for use in a computer simulation includes receiving data obtained from a real-world event that takes place over a period of time and that includes a plurality of moving bodies, wherein the data includes position data and at least one other attribute for each moving body in the plurality of moving bodies with the data being measured at a plurality of points in the period of time, generating a representation of the real-world event using the data, wherein the representation of the real-world event comprises representations of the plurality of moving bodies, and rendering the representation of the real-world event on a display. Another method includes obtaining data for each of a plurality of moving bodies in a real-world event, and providing the data to an apparatus that is configured to use the data to generate a representation of the real-world event and render the representation of the real-world event on a display. A computer readable storage medium stores a computer program adapted to cause a processor based system to execute one or more of the above or similar steps. An apparatus is configured to generate and render a representation of the real-world event using data obtained from the real-world event. | 10-28-2010 |
20100260487 | METHOD AND APPARATUS FOR SEARCHING REPLAY DATA - A method for use with a computer simulation includes generating metadata that corresponds to replay data, and storing the generated metadata in a searchable text file. The replay data is generated in response to an execution of the computer simulation, and the metadata includes textual descriptions of one or more events that occurred during the execution of the computer simulation. A computer-readable storage medium stores a computer program for use with a computer simulation, and an apparatus includes a processor based system. | 10-14-2010 |
20100253676 | SIMULATING PERFORMANCE OF VIRTUAL CAMERA - Simulating performance of a virtual camera operating inside a 3-D environment having scenes generated for motion pictures and video games including: tracking position and orientation of an object within a physical volume of space; placing the virtual camera within the virtual 3-D environment corresponding to the tracked position of the object within the physical volume of space; capturing shots within a field of view of the virtual camera, wherein the field of view of the virtual camera is measured in accordance with the tracked position and orientation of the object; and displaying the captured shots of the 3-D environment captured with the virtual camera. | 10-07-2010 |
20100216552 | System and method for communicating game information - A method and system for transmitting game related information from a hand-held gaming device through a game console to a game controller and vice versa. In one aspect, the game related information comprises command information that causes the game controller to respond either by vibrating, rumbling or other action associated with a game being played. In another aspect, the game related information may include controller signals that cause an action at the hand-held device. | 08-26-2010 |
20100173712 | AUTOMATIC PLAYER INFORMATION GENERATION FOR INTERACTIVE ENTERTAINMENT - Automatic player profile generation may be implemented for an interactive online game in which one or more players interact via one or more client devices connected to a server device via a network. Information relating to game activity may be collected for the one or more players during one or more game sessions with the server device. One or more player statistics relevant to the game activity may be calculated for each of the one or more players during the game session based on the information relating to game activity with the server device. A player profile may be generated for each of the one or more players with the server. Each player profile may include the one or more player statistics for a corresponding one of the one or more players. | 07-08-2010 |
20100161496 | Method for Ensuring Contractual Compliance in Cross-Platform Quality Control - Assurance of quality with respect to of a software application across different operating platforms with different system architectures is provided. Methods for determining and assuring said quality as well as a system for the same is disclosed. A method for ensuring compliance with a contractual obligation related to quality of service in software is also disclosed. | 06-24-2010 |
20100153847 | USER DEFORMATION OF MOVIE CHARACTER IMAGES - A method or apparatus permits a user to input anatomical feature deformations of character images of a video or movie for display during the video or movie. The user views a video and may select particular anatomical features of the video. In response to the input, the method or apparatus generates a deformed anatomical feature corresponding to the selected anatomical feature. The deformed anatomical feature is displayed in place of the selected anatomical feature during the video. The method or apparatus may then automatically generate modifications of the deformed anatomical feature for display with additional frames of the video so that the modifications correspond to orientation and position changes of the selected anatomical feature in additional frames of the video. | 06-17-2010 |
20100150530 | NETWORK MEDIA PLAYER AND OVERLAY FEATURE - A network media player enables the addition of one or more overlays during content playback. This allows insertion of images, sound, text, logos, ticker bars, and the like in video, audio, or other available content. Overlays may be user-generated to customize content playback, or network-generated to allow insertion of advertising, source identification, logos, messages, news, and the like. | 06-17-2010 |
20100146502 | PLATFORM DEPENDENT REPLACEMENT OF DIGITAL CONTENT ASSET COMPONENTS - Systems and methods provide an operation of digital content assemblages such as video games with a digital processor so as to control platform dependent replacement of digital asset components. In an example embodiment, a video game package is operated on a first platform. The video game includes one or more first digital asset components such musical and/or graphical works. Platform association data is accessed to evaluate an association between the first digital asset component and the first platform. The platform association data is checked for a concurrence between the platform association data and platform data. A second digital asset component is substituted for the first digital asset component in accordance with the check of the platform association data to permit the operating of the digital content assemblage with the second digital asset component as a replacement for the first digital asset component. | 06-10-2010 |
20100128038 | METHOD AND APPARATUS FOR INTERPOLATING COLOR AND DIRECTION AS ONE ENTITY IN COMPUTER GRAPHICS - A method for use in computer graphics includes establishing a surface that is represented by at least one polygon that includes a plurality of vertices, establishing one or more light sources that are configured to illuminate the surface, for each vertex of the polygon, computing at least one vector quantity that represents an aggregation of a visual attribute and a direction of each of the one or more light sources, and interpolating the computed vector quantities across the polygon to provide at least one interpolated vector quantity value for each of a plurality of pixels included in the polygon. A storage medium stores a computer program, and an apparatus includes a display and a processor based system. | 05-27-2010 |
20100128037 | METHOD AND APPARATUS FOR AGGREGATING LIGHT SOURCES PER-VERTEX IN COMPUTER GRAPHICS - A method for use in computer graphics includes establishing a surface that is represented by at least one polygon that includes a plurality of vertices, establishing one or more light sources that are configured to illuminate the surface, and computing an aggregate light source position for each vertex of the polygon, wherein the computation for each vertex includes averaging directions from the vertex to the one or more light sources. A storage medium stores a computer program, and an apparatus includes a display and a processor based system. | 05-27-2010 |
20100095043 | SYSTEMS AND METHODS UTILIZING A CONTROL DOCKING UNIT - A control docking unit can be coupled with a portable processing unit to provide alternate control operation for the portable unit. The control docking unit can be configured to position a display on the portable processing unit to facilitate use of one or more controls provided on the control docking unit. The control docking unit can position the display of the portable processing unit in a fixed or variable position. The controls from the docking unit can be coupled to the portable processing unit using an electrical, mechanical, or electromechanical interface. The electrical interface can be a wired or wireless communication link. The controls on the control docking unit can be configured to be substantially in the same configuration as a control unit for a similar fixed device. The portable processing unit can be configured to provide additional functions, features, or enhanced operation when coupled to the control docking unit. | 04-15-2010 |
20100083307 | MEDIA PLAYER WITH NETWORKED PLAYBACK CONTROL AND ADVERTISEMENT INSERTION - A media player enables insertion of advertising content during playback of received content. This facilitates targeted product placement, advertisements, and the like. The media player identifies an advertising insertion event, which may be based on a viewer profile. Upon identification of an advertising insertion event, the media player varies playback of the received content to add advertising information. | 04-01-2010 |
20100082832 | STREAM LOGGING OUTPUT VIA WEB BROWSER - Methods and apparatus for transmitting stream logging data via a web browser are disclosed. A client device that implements a web browser may open a time-limited socket that remains open for a predetermined period of time. The client opens a socket to a server for bidirectional communication, which the server can transmit data across. The server sends streaming logging data to the client via the client-side socket and server side socket. Upon occurrence of an event, the server sends instructions that cause the client to keep the client-side socket open. Upon receipt of the instructions from the server the client resets a timer associated with the time-limited client side socket to keep the client-side socket open for an additional predetermined period of time. | 04-01-2010 |
20100082727 | SOCIAL NETWORK-DRIVEN MEDIA PLAYER SYSTEM AND METHOD - A media player enables users to playback content, including movies, television programs, and the like. The media player includes the ability to vary playback so as to insert, delete, reorder, or otherwise modify the presentation of the content. Such variation is defined by a playback control record. A social network-driven media system enables users to browse, search, and retrieve playback control records. | 04-01-2010 |
20100082560 | SOFTWARE CHANGE MANAGEMENT, CONFIGURATION SUBSTITUTION AND REMOTE ADMINISTRATION OF DATACENTERS - Change management in a relational database may be implemented by indexing changes by copying the database to a new revision when a change is made to one or more items in the database. The new revision may be committed as a single unit and all changes stored together under a single revision. Database users may be notified of the new revision that is available for use. Software configuration issues may be simplified through the use of a configuration language that separates the logical configuration between software components from the specific configuration of those components. Secure data center administration may be handled through the use of control hosts. | 04-01-2010 |
20100080533 | NETWORK MEDIA PLAYER WITH USER-GENERATED PLAYBACK CONTROL - A network media player enables user-controlled playback of video or other content from various sources according to a playback control record. | 04-01-2010 |
20100056269 | Feature eroding video game demonstration software - A demonstration video game permits garners a more complete game experience while promoting a desire to acquire permission to continue playing. In some embodiments, a video game is implemented with trigger metrics. While a user may initially experience most or all of the full version of the game in a demonstration mode, the mode implements trigger metrics to erode game play characteristics, such as character, object, event and/or environmental features, during video game play in the demonstration mode. Thus, fewer play characteristics may be available as play continues in this mode. Multiple trigger metrics may gradually and successively limit play characteristics as play with the game continues. As the gamer loses functionality, the user may be prompted with the trigger metrics to purchase permission to continue the game in a non-demonstration mode that disables the trigger metrics and returns the game to the more complete version. | 03-04-2010 |
20100048301 | Gaming peripheral including rotational element - A gaming peripheral for use during play of an electronic video game includes a board member and a rotational element extending from a bottom surface of the board member. The board member is rotatable about any of three mutually orthogonal axes, by a user standing on a top surface of the board member and applying a force to the rotational element which is contacting an opposing surface, such as the ground. The board member includes a rotation determination element for generating data representative of the rotation of the board member about any of the three axes. The rotational element and the rotation determination element can be disengageably engaged with the board member, such that a conventional, standalone board member, for example, a skateboard, is readily convertible between the gaming peripheral and the standalone skateboard. | 02-25-2010 |
20100031284 | INCENTIVIZING COMMERCE BY REGIONALLY LOCALIZED BROADCAST SIGNAL IN CONJUNCTION WITH AUTOMATIC FEEDBACK OR FILTERING - A method for digital commerce in conjunction with a digital broadcast, the method may comprise: a) receiving a digital broadcast signal with a receiving device, wherein the digital broadcast signal includes a commercial message and ancillary data associated with the commercial message; b) presenting the commercial message with a display device associated with the digital broadcast receiving device if a predetermined condition exists; c) generating response information using the ancillary data, wherein the response information is usable to determine an effectiveness of the commercial message in generating a response of a percipient of the commercial message; and d) transmitting the response information if a commercial transaction associated with the commercial message is completed. An alternative method may include a), b) and determining an effectiveness of the commercial message in generating a response of a percipient of the commercial message. | 02-04-2010 |
20100030567 | DETERMINING WHETHER A COMMERCIAL TRANSACTION HAS TAKEN PLACE - Determining whether a commercial transaction has taken place may include a) collecting percipient behavior information from a mobile communication device associated with a percipient, wherein the percipient behavior information is related to behavior of the percipient; b) determining a correlation between the percipient behavior information and transaction behavior information associated with a predetermined commercial transaction; and c) determining from the correlation a confidence level for whether the predetermined commercial transaction has taken place. | 02-04-2010 |
20100007582 | DISPLAY VIEWING SYSTEM AND METHODS FOR OPTIMIZING DISPLAY VIEW BASED ON ACTIVE TRACKING - An apparatus for interfacing with a display screen is provided. The apparatus includes a frame. The frame includes (a) a pair of shutter lenses, (b) a light coupled to the frame; and (b) a circuit integrated with the frame to control the pair of shutter lenses and control the light coupled to the frame. The circuit is configured to communicate with a display device to enable synchronization of the shutter lenses and the display device. The light is analyzed to determine position of the frame relative to the display device, and the position is used to cause an adjustment in display output when viewed from the perspective of the position of the frame. | 01-14-2010 |
20090313084 | USER SELECTABLE GAME INFORMATION ASSOCIATED WITH AN ASSET - Systems, apparatus and methods for interacting with a virtual world being displayed on a video display are described. The virtual world includes user selectable tagged images. The tagged images are related to an asset and can include a redemption feature that can be used when acquiring the asset. A user interacting with a game console can select the tagged images. Upon selection of the tagged image the game console can communicate information related to the tagged image, the related asset and/or the redemption feature to a mobile device. The tagged images can also be associated with distribution rules that can be evaluated to determine when and to whom to distribute digital coupons associated with the tagged images. | 12-17-2009 |
20090300677 | INTEGRATION OF CONTROL DATA INTO DIGITAL BROADCAST CONTENT FOR ACCESS TO ANCILLARY INFORMATION - Ancillary information associated with one or more images embedded in a digital broadcast data stream may be accessed by a digital broadcast receiving device. The device may include a receiver unit, a processor, and a memory. The processor may execute program instructions to access the ancillary information. Control data may be associated with one or more visual components of one or more video images. The control data and images may be combined into a digital broadcast data stream. The device may receive the images and control data. The images may be presented on a display device. The receiving device may use the control data to present or store a perceptible indication that ancillary information is associated with the visual components in conjunction with presenting the images. The device may use the control data to present or store the ancillary information in response to an input signal. | 12-03-2009 |
20090300642 | FILE INPUT/OUTPUT SCHEDULER - Handling of input or output (I/O) to or from a media device may be implemented in a system having a memory, a processor unit with a main processor and an auxiliary processor having an associated local memory, and the media device. An incoming I/O request received from an application running on the processor unit may be serviced according to the schedule. A set of processor executable instructions configured to implement I/O handling may include media filter layers. I/O handling may alternatively comprise: receiving an incoming I/O request from an application running on a main processor; inserting the request into a schedule embodied in the main memory; and implementing the request according to the schedule and one or more filters, at least one of which is implemented by an auxiliary processor. | 12-03-2009 |
20090288116 | CHANNEL HOPPING SCHEME FOR UPDATE OF DATA FOR MULTIPLE SERVICES ACROSS MULTIPLE DIGITAL BROADCAST CHANNELS - Data broadcast over different channels may be updated in a digital broadcast receiving device. The device may include a receiver unit, a processor, memory instructions embodied in the memory for execution on the processor. The instructions may be configured to implement the method for updating data broadcast over different channels. A first digital broadcast signal may be received over a first channel. The receiving device may be tuned to a second channel at a predetermined time to receive a second digital broadcast signal. Selected data may be extracted from the second digital broadcast signal and stored or utilized with the receiving device. An update schedule may be generated for data transmitted with a digital broadcast signal. A broadcast time for an update packet may be determined from a packet header. A schedule packet may be generated containing the broadcast time and broadcast before the update packet. | 11-19-2009 |
20090271821 | Method and Apparatus For Real-Time Viewer Interaction With A Media Presentation - Real-time participation within a media presentation is disclosed. A participant overlay may be generated by preprocessing a media presentation to extract a time-variant metadata stream associated with one or more interactive regions depicted in the media presentation. The participant overlay includes simulated physics, which may include boundaries of the interactive regions defined in accordance with content in said media presentation. A participant's interaction with said media presentation through the interactive regions may be captured and combined with the media presentation for display on a display. The interaction may comprise a user action upon one or more elements in the media presentation, a user action expressed in the media presentation through an avatar, or a user action in said media presentation in connection with a game element. | 10-29-2009 |
20090254607 | CHARACTERIZATION OF CONTENT DISTRIBUTED OVER A NETWORK - A client device, a computer implemented method for modifying content for a media player associated with the client device, a content characterization server, a computer implemented method for characterizing content for a media player associated with a client device, as well as a system and method involving the client device and content characterization server are disclosed. | 10-08-2009 |
20090234912 | FILE TRANSFER VIA LOCAL SERVER - Embodiments of the present invention use a web browser on a client and a file transfer server to transfer files over a wide-area network (WAN). The files are transferred from the client to the server or vice versa. The server transfers the file to a remote server via the WAN. Because the file transfer over the WAN is server-based, the client can handle its end of the file transfer process using a conventional web browser without special file transfer software. | 09-17-2009 |
20090198824 | Data transmission protocol and visual display for a networked computer system - An on-line multi-player virtual reality game is provided. The multi-player game system is capable of handling many simultaneous players connected to a computer system using personal computers or other gaming consoles via the Internet or other telecommunications network. A unique retransmission transport protocol is used for transmitting and retransmitting data of the multi-player game. A visual display is also provided having a network transmission status display bar. | 08-06-2009 |
20090183193 | GESTURE CATALOGING AND RECOGNITION - Methods and apparatus for cataloging and recognizing gestures are disclosed. A gesture may be detected using sample motion data. An energy value and a baseline value may be computed. The baseline value may be updated if the energy value is below a calm energy threshold. The sample motion data may be adjusted based on the updated baseline value. A local variance may be calculated over a predetermined number of samples. Sample motion data values may be recorded if the local variance exceeds a threshold. Sample motion data recording may stop if a local variance scalar value falls below a drop threshold. Input Gestures may be recognized by computing a total variance for sample values in an Input Gesture; calculating a figure of merit using sample values from the Input Gesture and one or more Catalog Gestures; and determining whether the Input Gesture matches a Catalog Gesture from the figure of merit. | 07-16-2009 |
20090163262 | SCHEME FOR INSERTING A MIMICKED PERFORMANCE INTO A SCENE AND PROVIDING AN EVALUATION OF SAME - A method for use in relation to a performance includes receiving a selection of a reference video segment, capturing a performance with a camera, generating a new video segment that is representative of the reference video segment having a portion thereof that is replaced with at least a portion of the captured performance, and displaying the new video segment on a display. Another method includes displaying a representation of a new video segment in the online community and providing feedback relating to the captured performance. And another method includes comparing one or more aspects of a performance with corresponding aspects of a reference performance, and providing an indication of how closely the performance matches the reference performance. A storage medium stores a computer program adapted to cause a processor based system to execute the steps of any one or more of these methods. | 06-25-2009 |
20090100988 | SCHEME FOR PROVIDING AUDIO EFFECTS FOR A MUSICAL INSTRUMENT AND FOR CONTROLLING IMAGES WITH SAME - A method for use with a musical instrument includes receiving a signal representative of a sound produced by the musical instrument, receiving a selection of an audio effect from a wireless controller, applying the audio effect to the signal representative of a sound produced by the musical instrument, and providing an output signal representative of the audio effect applied to the sound produced by the musical instrument. Other methods include causing an image to be responsive to a signal representative of motions of the musical instrument, and causing an image to be responsive to a signal representative of sound produced by the musical instrument. A computer readable storage medium may store a computer program adapted to cause a processor based system to execute the steps of any one or more of these methods. | 04-23-2009 |
20090094187 | EVALUATING APPROPRIATENESS OF CONTENT - Evaluating content, comprising: setting threshold levels for desired categories of attributes which are to be used to evaluate the content, wherein the content has a set of attributes; comparing the set of attributes of the content to the threshold levels for desired categories; and allowing access to the content when the set of attributes of the content is within the threshold levels. | 04-09-2009 |
20090093307 | ENHANCED GAME CONTROLLER - Enhancing a game controller including: a plurality of sensor modules; a support structure attached to the plurality of sensor modules, structural constraints of the support structure are combined with data from the plurality of sensor modules to map a user's gestures. | 04-09-2009 |
20090092371 | METHOD AND SYSTEM FOR SCALING CONTENT FOR PLAYBACK WITH VARIABLE DURATION - Adjusting the duration of first content having a plurality of segments including: identifying at least one segment of the first content; deleting the at least one identified segment from the first content to form modified content; and inserting transition periods between segments remaining in the modified content, wherein the transition periods are inserted to adjust the duration of the modified content to a desired duration. | 04-09-2009 |
20090091571 | INCREASING THE NUMBER OF ADVERTISING IMPRESSIONS IN AN INTERACTIVE ENVIRONMENT - Increasing a number of advertising impressions in a system configured to facilitate user interaction with an interactive environment containing one or more advertising targets is described. A scene of a portion of the simulated environment is displayed from a camera point of view (camera POV) on a video display. The scene may change as the camera POV changes in response to movement of the camera POV along a camera path during the user's interaction with the simulated environment. By adding movement to the camera path that directs the camera POV toward one or more advertising targets encountered along the camera path advertising targets may be placed within the scene displayed on the video display to increase a likelihood a number of advertising impressions associated with the advertising targets. | 04-09-2009 |
20090079690 | METHOD AND APPARATUS FOR ENHANCING ENTERTAINMENT SOFTWARE THROUGH HAPTIC INSERTION - A method for enhancing entertainment through haptic insertion includes monitoring signal(s) during the execution of entertainment software, recognizing that the monitored signal(s) satisfy predetermined criteria, and generating a haptic control signal in response to enhance an entertainment experience. Monitored signals may include, for example, audio signals, video signals, data signals, control signals, and the like. Entertainment software may include, for example, a video game, an audio-visual work, an audio work, and the like. A device for enhancing entertainment software through haptic insertion includes at least one processors and an output unit coupled to the processor(s) and including a haptic control output. The processor(s) are configured to monitor at least one signal during the execution of entertainment software, to recognize that the monitored signal(s) satisfy a predetermined criterion, to generate a haptic control signal in response to such recognition, and to output the generated haptic control signal through the haptic control output of the output unit. | 03-26-2009 |
20090075737 | Tracking, Correlating, and Processing Multi-User Online Sessions - Scheduling an online session including: determining desired time slots for an online session; determining potential users to participate in the online session; sending invitations to the potential users; receiving responses to the invitations thereby identifying participants for the online session; and entering the online session into the calendars of the participants of the online session. | 03-19-2009 |
20090066703 | CONSTRAINT SCHEMES FOR COMPUTER SIMULATION OF CLOTH AND OTHER MATERIALS - Constraint schemes for use in the computer simulation and animation of cloth, clothing and other materials helps to prevent clothing from excessive stretching, bunching up in unwanted areas, or “passing through” rigid objects during collisions. Several types of constraint systems are employed, including the use of skinned vertices as constraints and axial constraints. In these schemes cloth simulated vertices are generated for the material using a cloth simulation technique, and skinned vertices are generated for the material using a skin simulation technique. One or more of the cloth simulated vertices are compared to the corresponding skinned vertices. The cloth simulated vertices are modified if they deviate from the corresponding skinned vertices by more than a certain amount. Vertical constraints are also employed, which involve generating a first set of vertices for the material using a cloth simulation technique, comparing a vertical component of each of the first set of vertices to a lower limit for each of the first set of vertices, and for each vertical component that falls below the lower limit, modifying the vertical component to be equal to the lower limit. | 03-12-2009 |
20090066700 | FACIAL ANIMATION USING MOTION CAPTURE DATA - Methods and apparatus for facial animation using motion capture data are described herein. A mathematic solution based on minimizing a metric reduces the number of motion capture markers needed to accurately translate motion capture data to facial animation. A set of motion capture markers and their placement on an actor are defined and a set of virtual shapes having virtual markers are defined. The movement of the virtual markers are modeled based on an anatomical model. An initial facial capture is correlated to a corresponding virtual reference shape. For each subsequent facial capture, a delta vector is computed and a matrix solution determined based on the delta marker, initial positions, and set of virtual shapes. The solution can minimize a metric such as mean squared distance. The solution can be manually modified or edited using a user interface or console. | 03-12-2009 |
20090066690 | SELECTIVE INTERACTIVE MAPPING OF REAL-WORLD OBJECTS TO CREATE INTERACTIVE VIRTUAL-WORLD OBJECTS - A method for interactively defining a virtual-world space based on real-world objects in a real-world space is disclosed. In one operation, one or more real-world objects in the real-world space is captured to define the virtual-world space. In another operation, one of the real-world objects is identified, the identified object is to be characterized into a virtual-world object. In yet another operation, a user is prompted for user identification of one or more object locations to enable extraction of parameters for real-world object, and the object locations are identified relative to an identifiable reference plane in the real-world space. In another operation, the extracted parameters of the real-world object may be stored in memory. The virtual-world object can then be generated in the virtual world space from the stored extracted parameters of the real-world object. | 03-12-2009 |
20090055383 | DYNAMIC MEDIA INTERACTION USING TIME-BASED METADATA - Systems and methods are provided for linking time-based metadata to media content so that as the metadata changes in synchronicity with media content during play, information associated with the media content can be outreached in the context of the media presentation. More particularly, according to one embodiment of the present invention, a media player device is provided that renders media content and retrieves and displays appropriate metadata information associated with the media content at an appropriate time to an ancillary metadata viewer device during play of a media resource. | 02-26-2009 |
20080294782 | CLAN BASED STRATEGY SHARING TOOL - A method for use with a computer simulation includes providing an ability to run a simulation in which a plurality of client devices communicate over a network to interact with the simulation, providing an ability to generate a first user interface on each of the plurality of client devices for allowing users associated with the client devices to interact with the simulation, providing an ability to provide information that includes a representation of at least a portion of an environment of the simulation on a subset of the plurality of client devices, and providing an ability to allow users associated with the subset of the plurality of client devices to interact with the information without allowing access thereto by the other client devices. A system for use in running a computer simulation and a storage medium storing a computer program executable by a processor based system are also disclosed. | 11-27-2008 |
20080294417 | METHOD AND SYSTEM FOR MANAGING STRATEGIES CREATED BY A CLAN BASED STRATEGY SHARING TOOL - A method for use with a computer simulation includes providing an ability to run a simulation in which a plurality of client devices communicate over a network to interact with the simulation, providing an ability to generate a first user interface on each of the plurality of client devices for allowing users associated with the client devices to interact with the simulation, providing an ability to allow users associated with a subset of the plurality of client devices to interact with information that includes a representation of at least a portion of an environment of the simulation without allowing access thereto by the other client devices, and providing an ability for the simulation to generate an event in response to interactions with the information. A system for use in running a computer simulation and a storage medium storing a computer program executable by a processor based system are also disclosed. | 11-27-2008 |
20080287173 | Projectile video game - A method of playing a game, including: adjusting a desired direction and desired force used to project a player; projecting the player through the air in the desired direction using the desired force, wherein the player interacts with objects within a game environment as the player passes by the objects. | 11-20-2008 |
20080274804 | METHOD AND SYSTEM FOR ADDING A NEW PLAYER TO A GAME IN RESPONSE TO CONTROLLER ACTIVITY - A method for use in operation of a game apparatus includes obtaining a time series of samples containing information usable to determine activity of a plurality of predetermined objects used for controlling the game apparatus, processing the time series to determine whether one of the plurality of predetermined objects has been inactive during a game already in progress, and adding a new player to the game already in progress in response to a determination that one of the plurality of predetermined objects is currently active after determining that it was inactive. A system for use in operation of a game apparatus includes means for performing these steps. | 11-06-2008 |
20080268943 | METHOD AND APPARATUS FOR ADJUSTMENT OF GAME PARAMETERS BASED ON MEASUREMENT OF USER PERFORMANCE - Methods, apparatuses, and techniques for adjustment of game parameters based on users' performance are described. During play of a game a user's performance is monitored. It is then determined if the player's performance is within a desired range of performance, and game parameters are adjusted if the user's performance is outside the desired range. In a multi-player game, parameters can be adjusted differently for each of the players to make the overall game play more competitive. | 10-30-2008 |
20080266250 | METHOD AND APPARATUS FOR DYNAMICALLY ADJUSTING GAME OR OTHER SIMULATION DIFFICULTY - A method for use with a simulation includes running the simulation, receiving information from a control interface used by a user to interact with the simulation, analyzing the received information, forming at least an indication of the user's level of skill based on the analysis of the received information, and adjusting a difficulty level of the simulation based on the indication of the user's level of skill. A storage medium storing a computer program executable by a processor based system and an apparatus for use with a simulation are also disclosed. | 10-30-2008 |
20080263154 | DYNAMIC BANDWIDTH CONTROL - Data transfer over a computer network relating to a data object of a multiple user network application, from a network user who owns the data object to an updating user, is achieved by transfer of a subset of data fields that define the data object, such that the subset of data fields is specified by the updating user and is less than or equal to a full update transfer comprising updated values for all the data fields that define the data object. Each data object is defined by multiple data fields, such that the transfer of a subset of the data object data fields ensures that the network bandwidth utilized for data updates will be reduced from the situation in which all the defining data fields for an object being updated are transferred over the network. | 10-23-2008 |
20080261693 | DETERMINATION OF CONTROLLER THREE-DIMENSIONAL LOCATION USING IMAGE ANALYSIS AND ULTRASONIC COMMUNICATION - Game interface tracks the position of one or more game controllers in 3-dimensional space using hybrid video capture and ultrasonic tracking system. The captured video information is used to identify a horizontal and vertical position for each controller within a capture area. The ultrasonic tracking system analyzes sound communications to determine the distances between the game system and each controller and to determine the distances among the controllers. The distances are then analyzed by the game interface to calculate the depths within the capture area for each controller. | 10-23-2008 |
20080243583 | METHOD AND SYSTEM FOR DYNAMIC SCHEDULING OF CONTENT DELIVERY - A method for use in providing content to a user includes providing a first item of content to the user, calculating a first remaining amount of time between an end of the first item of content and an end of a fixed period of time, selecting a second item of content based on information relating to the user and with a length of the second item of content being equal to or less than the first remaining amount of time, and providing the second item of content to the user. A storage medium stores a computer program for causing a processor based system to execute these steps, and a system for use in providing content includes a processing system configured to execute these steps. | 10-02-2008 |
20080235582 | AVATAR EMAIL AND METHODS FOR COMMUNICATING BETWEEN REAL AND VIRTUAL WORLDS - A method for and system for communicating using a virtual world are disclosed. In the method an avatar may be associated with a source of an email. An email may be generated within the virtual world and one or more images of an avatar may be associated with the email. The email may be sent to a real device and the one or more images may be presented at a destination of the email. The system may comprise one or more processors configured to generate a virtual world; associate an avatar with a source of an email; generate an email within the virtual world; associate one or more images of an avatar with the email; send the email to a real device; and present the one or more images at a destination of the email. | 09-25-2008 |
20080231751 | SCHEME FOR DETERMINING THE LOCATIONS AND TIMING OF ADVERTISEMENTS AND OTHER INSERTIONS IN MEDIA - A method for use with content includes analyzing a sequence of frames of the content, determining whether an area exists in a scene depicted by the sequence of frames where additional content such as advertising can be inserted without obstructing activity in the scene, for any such area, determining an amount of time that the area is available when the sequence of frames is being played, and for any such area, determining a size of the area. A storage medium storing a computer program for causing a processor based system to execute these steps and an apparatus for use with content are also disclosed. | 09-25-2008 |
20080215973 | AVATAR CUSTOMIZATION - A method for user interaction with a three-dimensional virtual world is disclosed. The virtual world comprises one or more public spaces and one or more private spaces. A user may be represented in the virtual world by an avatar. The user can manipulate the avatar via a user interface. According to the method a custom gesture may be generated for the avatar. The gesture may be associated with one or more user interface signals. | 09-04-2008 |
20080215972 | MAPPING USER EMOTIONAL STATE TO AVATAR IN A VIRTUAL WORLD - A method for user interaction with a three-dimensional virtual world is disclosed. The virtual world may comprise one or more public spaces and one or more private spaces. A user may be represented in the virtual world by an avatar. The user may manipulate the avatar via a user interface. An emotional state of the user may be detected via the interface. The user's emotional state may be mapped to one or more features of the avatar that are perceptible by other users. Thus, other users may perceive the user's emotional state through perception of the avatar. | 09-04-2008 |
20080215971 | SYSTEM AND METHOD FOR COMMUNICATING WITH AN AVATAR - A system and method for communicating with a virtual world are disclosed. The virtual world may comprise a simulated public space configured to facilitate interaction among a plurality of users and one or more private spaces. Each private space may be associated with a particular user of the plurality of users. A particular user's interactions with the virtual world may be represented by one or more corresponding actions of an avatar. Communication may take place between the virtual world and a real communication device. The real communication device may be configured to communicate with other real communication devices via one or more communication channels that are independent of the virtual world. | 09-04-2008 |
20080215679 | SYSTEM AND METHOD FOR ROUTING COMMUNICATIONS AMONG REAL AND VIRTUAL COMMUNICATION DEVICES - A system and method for routing communications among real and virtual communication devices are disclosed. The system includes one or more processors configured to generate a virtual world. The one or more processors may be configured to generate a virtual communication device and implement a configurable router adapted to facilitate routing of a communication among one or more real communication devices and the virtual communication device. A user of the virtual world may be associated with a virtual communication device and one or more real communication devices. A routing preference for reception of communications targeted to the user is implemented among the virtual communication device and the one or more real communication devices. | 09-04-2008 |
20080214253 | SYSTEM AND METHOD FOR COMMUNICATING WITH A VIRTUAL WORLD - A system and method for communicating with a virtual world are disclosed. The virtual world may comprise a simulated public space configured to facilitate interaction among a plurality of users and one or more private spaces. Each private space may be associated with a particular user of the plurality of users. A particular user's interactions with the virtual world may be represented by one or more corresponding actions of an avatar. A communication device may be simulated in the virtual world. Communication may take place between the simulated communication device and a real communication device. The virtual world may be generated by one or more processors configured to simulate a communication device in the virtual world and communicate between the simulated communication device and a real communication device. | 09-04-2008 |