Abstract:
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.
Abstract:
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.
Abstract:
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.
Abstract:
Methods and apparatus for obtaining and providing status information for network devices. In one implementation, a wireless device includes: an antenna; a wireless communication interface connected to said antenna and supporting wireless communication across a wireless connection provided by said antenna; a memory supporting storing data; and a controller connected to said wireless interface and to said memory, supporting an application service and a network evaluation service; wherein said application service provides execution and management of one or more application programs accessible by said controller using application data stored in said memory, said network evaluation service provides evaluation of status information of other devices available for wireless communication through said wireless interface and provides status information of the wireless device to another device upon request, and status information provided by said network evaluation service includes information indicating at least one application program for which application data is stored in said memory.
Abstract:
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.
Abstract:
Methods and apparatus for relaying data in a peer-to-peer network. In one implementation, a wireless device includes: an antenna; a wireless communication interface connected to said antenna and supporting wireless communication across a wireless connection provided by said antenna; storage supporting storing data; and a controller connected to said wireless interface and to said storage, supporting an application service, a message service, and a relay service for relay messages; wherein said application service provides execution and management of one or more application programs accessible by said controller using application data stored in said storage, said message service provides building messages and processing received messages, and said relay service provides building a new relay message indicating a selected recipient to which the wireless device does not have a direct wireless connection, sending a built new relay message, and sending a received relay message that indicates a recipient other than the wireless device.
Abstract:
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.
Abstract:
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.
Abstract:
Methods and systems for metrics-based gaming operations are provided. Information concerning game play for each play may be received and stored. Such information may be used to generate certain metrics. The generated metrics, in turn, may be used to determine how to customize a game operation. Such game operations may include providing training to a player, matching a player up with another player or with a team, adjusting a game event, etc.