摘要:
A computerized method and system of facilitating state-based participation in calling plays in a football game thereby allowing fans to proactively participate in real-time in the game with players, referees and coaches. A computing device receives a user profile corresponding to a user registered to vote in a real-time football game. A sequence of states occurring in 100 seconds or less is initiated in response to a start of a play during the real-time football game. The sequence of states includes receiving a submission of a set of plays from a coach, sending the set of plays to a registered user, and receiving a vote from the registered user. A result of a real-time play based on the winning play is received and the coach is score updated by comparing the vote with the winning play and with the result of the real-time play.
摘要:
An object control section according to one embodiment moves a player object in a virtual space according to an operation performed by a user, When the player object has reached a predetermined position in the virtual space by the operation performed by the user, the object control section issues a read instruction to a communication control section. The communication control section transmits radio wave to a storage medium when receiving the read instruction. When the radio wave is received, electromotive force is generated in the storage medium, and information stored in the storage medium is read by an information processing apparatus.
摘要:
A contextually intelligent communication system and processes acquire and processes data on the current context of a user who is using a connected mobile communication device such as a smart phone or tablet by using various sensors, image recognition or augmented reality residing in the connected device; providing additional data to define the user's current environment; combining the contextual data on the device with the additional data to define the user's complete, relevant context; gathering the user's current context data and updating the device by uploading the data via a wide area mobile network to a contextually intelligent server in the cloud, matching the user's current contextual data with the user's past and historical data and then downloading updated data back to the device, with the updated data including any of a variety of contextually relevant information such as feedback, experiences, recommendations, offers, coupons, advice, tactile feedback, content such as visual and audio representations, augmented reality, and other audio/visual displays to the device of the user that is predictably useful and relevant to the user's current context and future context as the user enters a new context.
摘要:
A method according to one embodiment comprises: encoding a first plurality of video frames or portions thereof, wherein each encoded video frame or portion thereof is dependent on a previously encoded video frame or portion thereof, respectively; transmitting the first plurality of encoded video frames or portions to a client device; receiving feedback information from the client device, the feedback information usable to determine whether data contained in the video frames or portions has not been successfully received and/or decoded; in response to detecting that a video frame or portion thereof has not been successfully received and/or decoded, encoding a current video frame or portion thereof to be dependent on a previously-encoded video frame or portion thereof known to have been successfully received and/or decoded on the client device; and transmitting the current video frame or portion thereof to the client device.
摘要:
Disclosed are systems and methods for enabling a local user of a real-life simulation environment to interact with a remote user of a corresponding virtual environment. In one embodiment, such a system comprises a venue including the real-life simulation environment for use by the local user, a venue management system configured to control real events occurring within the real-life simulation environment, and a multi-user experience server interactively linked to the venue management system. The multi-user experience server includes a virtual environment generator configured to produce the virtual environment corresponding to the real-life simulation environment, and the system further comprises a communication network enabling the local user and the remote user to access the multi-user experience server concurrently. The multi-user experience server is configured to enable the local user to perceive the remote user and to affect virtual events in the virtual environment corresponding to the real-life simulation environment.
摘要:
A game machine includes: a cable capable of transmitting electric power and data signal; one or more function modules which are connected to the cable and are configured to perform a predetermined function respectively; and a main controller which generates data signal for controlling the function modules and transmits the generated data signal and electric power supplied from outside to the function modules via the cable. Since data signal such as image signal or audio signal and electric power are combined and are then transmitted via one cable, the data signal wiring and the electric power wiring between the main controller and the function module of a game machine can be unified as one, so wiring can be simplified. Accordingly, manufacturing and maintenance become easy and cost for the same can also be saved.
摘要:
A network architecture for console-based gaming systems enables secure communication among multiple game consoles over a local area network. The system architecture supports a three-phase secure communication protocol. The first phase involves generating shared keys that are unique to an authentic game console running an authentic game title. In the second phase, a "client" console attempts to discover existing game sessions being hosted by a "host" game console by broadcasting a request over the local area network. The broadcast request is protected using the shared keys. If the host console agrees to let the client console play, the host console generates session keys that are returned to the client console. The third phase involves a key exchange in which the client and host consoles exchange data used to derive one or more secrets for securing future communications. The key exchange is protected using the session keys.
摘要:
The present invention provides a virtual shooting game system, comprising a plurality of player units, each player unit comprising: a directional radiation source capable of selectively generating a radiation representative of a virtual shot, at least one radiation sensor for detecting radiation emitted by other units, a camera, a display with an aiming sight, a direction-indicating sensor, a satellite-based unit positioning means, communications channels between units, location means for determining the position of each unit, using position information delivered by said positioning means and, whenever said position information is not available or reliable at a given unit, shot direction information provided by the direction indicating sensor of at least one unit.
摘要:
An information processing system includes an information storage medium and an information processing apparatus for performing near field communication with the information storage medium. The information processing apparatus includes at least one antenna coil, an information acquisition section, an orientation detection section, and an information processing section. The information acquisition section performs near field communication with the information storage medium via the antenna coil, thereby reading information from the information storage medium in proximity to the antenna coil. The orientation detection section detects an orientation of the information storage medium that can perform the near field communication. The information processing section performs predetermined processing using the information read from the information storage medium and the orientation of the information storage medium.
摘要:
Systems and methods for detecting whether or not two devices are proximate to one another in order to provide a shared computing experience are provided. The method includes broadcasting audio from a first computing device; receiving the broadcast audio at a second computing device; and processing the received audio to identify a unique audio signature within the broadcasted/received audio. The unique audio signature uniquely identifying the first computing device. The method may further include determining that the first computing device and the second computing device are proximate to one another based on the broadcast audio; and providing a shared computing experience at one or both of the first computing device and the second computing device, where the shared computing experience is not provided in the event that it is determined that the first and second computing devices are non-proximate to one another.