SOCIAL AND PROCEDURAL EFFECTS FOR COMPUTER-GENERATED ENVIRONMENTS
    11.
    发明申请
    SOCIAL AND PROCEDURAL EFFECTS FOR COMPUTER-GENERATED ENVIRONMENTS 审中-公开
    计算机环境的社会和程序效应

    公开(公告)号:US20170061704A1

    公开(公告)日:2017-03-02

    申请号:US15255071

    申请日:2016-09-01

    Abstract: A processor provides a simulated three-dimensional (3D) environment for a game or virtual reality (VR) experience, including controlling a characteristic parameter of a 3D object or character based on at least one of: an asynchronous event in a second game, feedback from multiple synchronous users of the VR experience, or on a function driven by one or variables reflecting a current state of at least one of the 3D environment, the game or the VR experience. In another aspect, a sensor coupled to an AR/VR headset detects an eye convergence distance. A processor adjusts a focus distance for a virtual camera that determines rendering of a three-dimensional (3D) object for a display device of the headset, based on at least one of the eye convergence distance or a directed focus of attention for the at least one of the VR content or the AR content.

    Abstract translation: 处理器提供用于游戏或虚拟现实(VR)体验的模拟三维(3D)环境,包括基于以下中的至少一个来控​​制3D对象或角色的特征参数:第二游戏中的异步事件,反馈 来自VR经验的多个同步用户,或由一个驱动的功能或反映3D环境,游戏或VR体验中的至少一个的当前状态的变量。 另一方面,耦合到AR / VR耳机的传感器检测眼睛收敛距离。 基于至少一个眼睛收敛距离或至少一个目标焦点的注意力,处理器调整用于确定耳机的显示设备的三维(3D)对象的渲染的虚拟相机的焦距, VR内容之一或AR内容。

    PRODUCTION AND PACKAGING OF ENTERTAINMENT DATA FOR VIRTUAL REALITY

    公开(公告)号:US20190251751A1

    公开(公告)日:2019-08-15

    申请号:US16277918

    申请日:2019-02-15

    Abstract: An augmented reality (AR) output device or virtual reality (VR) output device is worn by a user and includes one or more sensors positioned to detect actions performed by a user of the immersive output device. A processor provides a data signal configured for the AR or VR output device, causing the immersive output device to provide AR output or VR output via a stereographic display device. The data signal encodes audio-video data. The processor controls a pace of scripted events defined by a narrative in the one of the AR output or the VR output, based on output from the one or more sensors indicating actions performed by a user of the AR or VR output device. The audio-video data may be packaged in a non-transitory computer-readable medium with additional content that is coordinated with the defined narrative and is configured for providing an alternative output, such as 2D video output or the stereoscopic 3D output.

    Social and procedural effects for computer-generated environments

    公开(公告)号:US10213688B2

    公开(公告)日:2019-02-26

    申请号:US15255071

    申请日:2016-09-01

    Abstract: A processor provides a simulated three-dimensional (3D) environment for a game or virtual reality (VR) experience, including controlling a characteristic parameter of a 3D object or character based on at least one of: an asynchronous event in a second game, feedback from multiple synchronous users of the VR experience, or on a function driven by one or variables reflecting a current state of at least one of the 3D environment, the game or the VR experience. In another aspect, a sensor coupled to an AR/VR headset detects an eye convergence distance. A processor adjusts a focus distance for a virtual camera that determines rendering of a three-dimensional (3D) object for a display device of the headset, based on at least one of the eye convergence distance or a directed focus of attention for the at least one of the VR content or the AR content.

    FLEXIBLE COMPUTER GAMING BASED ON MACHINE LEARNING

    公开(公告)号:US20250114710A1

    公开(公告)日:2025-04-10

    申请号:US18989663

    申请日:2024-12-20

    Abstract: A game modification engine modifies configuration settings affecting game play and the user experience in computer games after initial publication of the game, based on device level and game play data associated with a user or cohort of users and on machine-learned relationships between input data and a use metric for the game. The modification is selected to improve performance of the game as measured by the use metric. The modification may be tailored for a user cohort. The game modification engine may define the cohort automatically based on correlations discovered in the input data relative to a defined use metric.

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