Abstract:
A gaming peripheral for use during play of an electronic video game includes a board member and a rotational element extending from a bottom surface of the board member. The board member is rotatable about any of three mutually orthogonal axes, by a user standing on a top surface of the board member and applying a force to the rotational element which is contacting an opposing surface, such as the ground. The board member includes a rotation determination element for generating data representative of the rotation of the board member about any of the three axes. The rotational element and the rotation determination element can be disengageably engaged with the board member, such that a conventional, standalone board member, for example, a skateboard, is readily convertible between the gaming peripheral and the standalone skateboard.
Abstract:
Ancillary information associated with one or more images embedded in a digital broadcast data stream may be accessed by a digital broadcast receiving device. The device may include a receiver unit, a processor, and a memory. The processor may execute program instructions to access the ancillary information. Control data may be associated with one or more visual components of one or more video images. The control data and images may be combined into a digital broadcast data stream. The device may receive the images and control data. The images may be presented on a display device. The receiving device may use the control data to present or store a perceptible indication that ancillary information is associated with the visual components in conjunction with presenting the images. The device may use the control data to present or store the ancillary information in response to an input signal.
Abstract:
Methods and apparatus for implementing peer-to-peer relay. In one implementation, a peer-to-peer relay network includes: a plurality of N peer systems; wherein each peer system is connected to a number of other peer systems that is less than or equal to a connection limit, said connection limit is greater than or equal to 2, said connection limit is less than or equal to N−2, and each peer system is configured to relay data to peer systems connected to that peer system according to a set of one or more relay rules.
Abstract:
Data broadcast over different channels may be updated in a digital broadcast receiving device. The device may include a receiver unit, a processor, memory instructions embodied in the memory for execution on the processor. The instructions may be configured to implement the method for updating data broadcast over different channels. A first digital broadcast signal may be received over a first channel. The receiving device may be tuned to a second channel at a predetermined time to receive a second digital broadcast signal. Selected data may be extracted from the second digital broadcast signal and stored or utilized with the receiving device. An update schedule may be generated for data transmitted with a digital broadcast signal. A broadcast time for an update packet may be determined from a packet header. A schedule packet may be generated containing the broadcast time and broadcast before the update packet.
Abstract:
In a gaming system, a user controls actions of characters in the game environment using speech commands. In a learning mode, available speech commands are displayed in a command menu on a display device. In a non-learning mode, the available speech commands are not displayed. A speaker-independent context-sensitive speech recognition module contains a vocabulary of available speech commands. Use of speech commands is combined with input from a controller device to control actions of a character or characters in the game environment.
Abstract:
A network application operates in a multi-user environment and in various network communication configurations. The application controls the selection of communication ports and associated communication protocols for a network computer that is participating in an online session of the multi-user application. A network computer running the application opens multiple communication ports through which the application can send communication signals to other network computers that are participating in the online session. The network computer then associates each of the opened communication ports with a communication protocol, such that communication signals that the application sends and receives will conform to the protocol of the communication port. The network computer then designates an active communication port through which the application will send and receive communication signals for the first computer. The network computer then sends a communication signal to the other network computers participating in the online session identifying the active communication port and the associated protocol for the first computer.
Abstract:
A client device, a computer implemented method for modifying content for a media player associated with the client device, a content characterization server, a computer implemented method for characterizing content for a media player associated with a client device, as well as a system and method involving the client device and content characterization server are disclosed.
Abstract:
Methods and apparatus for implementing peer-to-peer relay. In one implementation, a method of island recovery in a peer system in a peer-to-peer relay network includes: detecting the presence of two or more islands in a peer-to-peer relay network, wherein each island includes at least one peer system; joining two detected islands by connecting a peer system in a first island to a peer system in a second island; wherein peer systems in different islands are not connected.
Abstract:
Increasing a number of advertising impressions in a system configured to facilitate user interaction with an interactive environment containing one or more advertising targets is described. A scene of a portion of the simulated environment is displayed from a camera point of view (camera POV) on a video display. The scene may change as the camera POV changes in response to movement of the camera POV along a camera path during the user's interaction with the simulated environment. By adding movement to the camera path that directs the camera POV toward one or more advertising targets encountered along the camera path advertising targets may be placed within the scene displayed on the video display to increase a likelihood a number of advertising impressions associated with the advertising targets.
Abstract:
Methods and systems for emotion-based game character manipulation are provided. Each character is associated with a table of quantified attributes including emotional attributes and non-emotional attributes. An adjustment to an emotional attribute of a game character is determined based on an interaction with another game character. The emotional attribute of the first game character is adjusted, which further results in an adjustment to a non-emotional attribute of the first game character. The behavior of the first game character is then determined based on the adjusted non-emotional attribute.