Coordinated effects in experiences
    15.
    发明授权

    公开(公告)号:US12039383B1

    公开(公告)日:2024-07-16

    申请号:US17850366

    申请日:2022-06-27

    摘要: Exemplary embodiments relate to the application of coordinated or cooperative effects to a coordinated activity. A coordinated activity protocol is provided for synchronizing interactive effects and experiences across multiple devices. The protocol allows effects to be initiated and coordinated on multiple devices via a real-time communications (RTC) channel. Messages may be exchanged to cooperatively initiate the effect, and (once initiated) generic data may be exchanged via application programming interface (API) calls. According to some embodiments, the coordinated activity is a shared video experience, such as a video conference or shared video-watching experience. According to other embodiments, the coordinated activity relates to other types of experiences, such as single- or multi-player games, shared book reading, communal interactions with a photo album, etc.

    METHOD AND APPARATUS FOR PROCESSING IN GAME, TERMINAL DEVICE, AND STORAGE MEDIUM

    公开(公告)号:US20240216803A1

    公开(公告)日:2024-07-04

    申请号:US18557109

    申请日:2022-07-26

    发明人: Ruijia ZHANG

    摘要: Provided are an in-game processing method, an in-game processing apparatus, a terminal, and a storage medium. The method includes: determining, in response to character attributes of a virtual object satisfying a first attribute threshold, a first order, in which the character attributes of the virtual object are restored to a second attribute threshold, configured by the game application; in response to an order transfer operation, determining a target virtual character from at least one virtual character, changing an order of the target virtual character from the current order to the first order, and changing the order of the virtual object from the first order to a preset order, wherein at least one virtual character is a character whose character attributes satisfy the first attribute threshold; and controlling to restore the character attributes of the target virtual character to the second attribute threshold according to the first order.

    Method and system of automatic animation generation

    公开(公告)号:US12017145B2

    公开(公告)日:2024-06-25

    申请号:US17416837

    申请日:2019-12-16

    摘要: A method and a system of automatically generating animations imports Json data exported from a Spine tool into a Unity3d tool, parses the Json data into an animation data format by the Unity3d tool, obtains key frame information from the animation data format and stores the key frame information as an animation file of the Unity3d tool, and runs the animation file to play an animation. The present invention does not need to remake the Spine key frame in the Unity3d tool, and the key frame can be automatically generated. The animation key frame effects of the Spine tool can be reproduced, such as displacement, zooming, rotation, and color change, and the animation made by the artist in the Spine tool can be accurately restored, which reduces repetitive work and greatly improves the efficiency of game development.

    LEARNING SYSTEM AND METHOD FOR AUTOMATIC OBSERVING SERVICE

    公开(公告)号:US20240198231A1

    公开(公告)日:2024-06-20

    申请号:US18515994

    申请日:2023-11-21

    IPC分类号: A63F13/67 A63F13/52

    CPC分类号: A63F13/67 A63F13/52

    摘要: The present disclosure relates to a learning system and method for an automatic observing service. The learning system for an automatic observing service according to an embodiment of the present disclosure includes: a game data processing portion that generates game input data by abstracting a game screen of a frame configuring a game video file for learning; an observing data processing portion that generates a plurality of masked human data based on observation areas each selected by a plurality of humans on the game screen; and an artificial neural network model that trains to predict an observing viewport, which is an area of human interest among the game screens, based on the game input data and the plurality of masked human data.