摘要:
Systems and methods for reducing hops associated with a head mounted display are described. The head mounted display includes a communications circuit for receiving and transmitting interactive media associated with a game program via a network. The interactive media is processed by the game cloud system and streamed directly to the communications circuit of the head mounted display. The head mounted display further includes a user input circuit for receiving an action from a user to generate an input, which includes position and motion detected by the user input circuit. The head mounted display includes a game processing circuit for decoding the interactive media received from the network. The game processing circuit drives a portion of interactivity associated with the game program. The portion of interactivity is generated based on the input.
摘要:
The present invention is to facilitate finding of a user expected to have a high relevance among other users present in the same living area when identification information of these other users is displayed as a list. A location information acquirer acquires location information showing a location measured in an information processing terminal. A display controller (70) carries out control to make identification information of a plurality of users be displayed on a specific terminal. The display controller (70) carries out control to make the identification information of the plurality of users be displayed in order according to timing when a reference location is measured by the specific terminal or the number of times of existence of a location shown by location information acquired from the information processing terminal corresponding to a user as a subject of display control in an area including the reference location about a case in which the location shown by the location information acquired from the information processing terminal corresponding to the user as the subject of the display control exists in the area including the reference location.
摘要:
Provided is an online and offline linked game system. An online and offline linked game system according to an embodiment of the present invention comprises: a determination unit for determining whether a mission has been completed on the basis of code data acquired with mission points; and a management unit for managing data for a set reward issued when the mission is determined to have been completed by the determination unit.
摘要:
A system that incorporates teachings of the present disclosure may include, for example, receiving a first group of gaming results associated with a first gamer, receiving a second group of gaming results associated with a second gamer, presenting renditions of first and second peripherals, where the first peripheral represents a first gaming accessory for use by the first gamer to generate a first group of stimulus signals, and where the second peripheral represents a second gaming accessory for use by the second gamer to generate a second group of stimulus signals, and presenting competitive information of the first and second gamers determined from at least a portion of the first and second group of gaming results, the first and second group of stimulus signals, or combinations thereof. Additional embodiments are disclosed.
摘要:
Embodiments of the present invention allow players to instantly access and begin playing games through an online service. To make the games instantly available, an online service keeps instances of games running in active memory waiting for a player to be added. The game instances running in active memory are not attached to a player profile or an I/O channel from a game client. Once the player requests a game, the player's player profile is loaded into the running game instance and an I/O channel is mapped from the game client to the game instance. From the player's perspective, the preloaded game instances allow the player to browse directly from game to game with very little delay. To optimize the usage of server-side resources, historical usage data may be analyzed to anticipate demand for different games.
摘要:
A method for a hosting service center (210) by which a streaming interactive video user session is handed off from one streaming interactive video server (1521) to another (1522,1525) without noticeable disruption to the video stream or the user interactivity. When a compressed frame has more data than can be transmitted at a peak data rate in a single frame time, the compression unit (1530) ignores one or more of the subsequent frame(s) of the uncompressed streaming interactive video (1529).