MULTI-PLAYER VIDEO GAME ENVIRONMENT FOR SINGLE-PLAYER USE
    31.
    发明申请
    MULTI-PLAYER VIDEO GAME ENVIRONMENT FOR SINGLE-PLAYER USE 有权
    多播放器使用的单播游戏环境

    公开(公告)号:US20150111641A1

    公开(公告)日:2015-04-23

    申请号:US14058072

    申请日:2013-10-18

    Inventor: Paul Timm

    CPC classification number: A63F13/52 A63F13/25 A63F13/55 A63F13/67

    Abstract: A multi-player game environment is created for single-player use. A user may select a single-player game or a multi-player game. When the user chooses a multi-player game, the user is prompted to select one or more customized AI characters. The AI characters may be available individually or in themed “packs.” The selected AI character or pack may be downloaded, stored, or otherwise made accessible to an electronic entertainment system. The user may select a mode or skill level for each AI character. The user may begin playing the game in a multi-player mode with the game environment populated with an avatar effectuating behaviors of the selected AI character or characters.

    Abstract translation: 创建一个多玩家游戏环境,用于单人游戏。 用户可以选择单人游戏或多玩家游戏。 当用户选择多玩家游戏时,提示用户选择一个或多个自定义的AI角色。 AI字符可以单独提供或主题“包”中。所选择的AI字符或包可以被下载,存储或以其他方式使得电子娱乐系统可访问。 用户可以为每个AI角色选择一种模式或技能级别。 用户可以以多播放器模式开始玩游戏,其中游戏环境填充有形成所选择的AI角色或角色的动作的化身。

    Cloud-Based Game Slice Generation and Frictionless Social Sharing with Instant Play
    33.
    发明申请
    Cloud-Based Game Slice Generation and Frictionless Social Sharing with Instant Play 有权
    基于云的游戏片段生成和无摩擦的社交共享与即时播放

    公开(公告)号:US20150072786A1

    公开(公告)日:2015-03-12

    申请号:US14526472

    申请日:2014-10-28

    Abstract: Methods enable creation of a game slice from a game. Plurality of games is provided for presentation on a display device. Each game is identified by an image. Selection activity is detected at the image of one of the games. In response to the selection, game code of the selected game is executed to enable game play of an unlocked game. The selected game is streamed to the display device. User interaction related to the game play is received. A recording of the game play is examined to identify portions of the game for generating a game slice, which are returned in a suggested list for selection. Game slice is generated for a selected portion from the list. A recording of the game play for the game slice is associated as a primary video segment. The game slice and the primary video segment are provided for sharing over a network.

    Abstract translation: 方法可以从游戏中创建游戏片段。 提供多种游戏用于在显示设备上呈现。 每个游戏由图像识别。 在其中一个游戏的图像上检测到选择活动。 响应于选择,执行所选择的游戏的游戏代码以使游戏能够进行解锁游戏。 所选择的游戏被流式传输到显示设备。 接收与游戏相关的用户交互。 检查游戏的记录,以识别用于生成游戏片段的游戏片段,这些游戏片段返回到建议的列表中进行选择。 从列表中为选定的部分生成游戏切片。 游戏片段的游戏记录被记录为主视频片段。 提供游戏片段和主要视频片段以通过网络共享。

    ADVERTISEMENT SCHEME FOR USE WITH INTERACTIVE CONTENT
    34.
    发明申请
    ADVERTISEMENT SCHEME FOR USE WITH INTERACTIVE CONTENT 有权
    具有交互性内容的广告计划

    公开(公告)号:US20150051989A1

    公开(公告)日:2015-02-19

    申请号:US14528950

    申请日:2014-10-30

    Inventor: Gary M. Zalewski

    Abstract: A method for use in advertising includes initiating playing of interactive content, suspending playing of the interactive content, displaying an advertisement, and resuming playing of the interactive content. A computer program product includes a medium embodying a computer program for causing a computer to perform these operations, and a system for use in advertising includes a display and a processing system configured to perform these operations.

    Abstract translation: 用于广告的方法包括:开始播放交互内容,暂停交互内容的播放,显示广告,以及恢复交互内容的播放。 计算机程序产品包括体现用于使计算机执行这些操作的计算机程序的介质,并且用于广告的系统包括被配置为执行这些操作的显示器和处理系统。

    SOUND SYNTHESIS WITH FIXED PARTITION SIZE CONVOLUTION OF AUDIO SIGNALS
    35.
    发明申请
    SOUND SYNTHESIS WITH FIXED PARTITION SIZE CONVOLUTION OF AUDIO SIGNALS 有权
    声音合成与音频信号的固定分段大小调整

    公开(公告)号:US20140355786A1

    公开(公告)日:2014-12-04

    申请号:US13910040

    申请日:2013-06-04

    CPC classification number: H03G9/02 H03G9/005

    Abstract: A method for convolving an input signal with an impulse response function, the impulse response function being partitioned into a plurality of time segments of equal size, the method including transforming a segment of an input signal into the frequency domain to generate a frequency spectrum of the segment of the input signal; multiplying the frequency spectrum of the segment of the input signal with a frequency spectrum of each of the segments of the impulse response function; scaling the results from the multiplication of frequency spectra; accumulating the scaled results; and performing an inverse transform on the accumulated signals to generate a desired convolved signal in the time domain. The scaling includes performing a bitwise shift operation on the multiplication results, and performing the bitwise shift operation includes adding a bit to the multiplication results before the bitwise shift operation. Fast convolution of uniformly partitioned impulse response functions can be achieved by performing scaling of input signals, multiplication, and accumulation using fixed-point arithmetic.

    Abstract translation: 一种用于将输入信号与脉冲响应函数进行卷积的方法,所述脉冲响应函数被划分为相等大小的多个时间段,所述方法包括将输入信号的段变换为频域以产生频域的频谱 输入信号段; 将输入信号的段的频谱与脉冲响应函数的每个段的频谱相乘; 缩放频谱乘法的结果; 累积缩放结果; 对所累积的信号执行逆变换,以在时域中产生期望的卷积信号。 缩放包括对相乘结果执行按位移位操作,并且执行位移移位操作包括在比特移位操作之前将相乘结果相加。 可以通过使用定点算术执行输入信号的缩放,乘法和累加来实现均匀分割的脉冲响应函数的快速卷积。

    SYSTEM AND METHOD FOR IDENTIFYING COMPATIBLE USERS
    36.
    发明申请
    SYSTEM AND METHOD FOR IDENTIFYING COMPATIBLE USERS 有权
    用于识别兼容用户的系统和方法

    公开(公告)号:US20140342836A1

    公开(公告)日:2014-11-20

    申请号:US14449382

    申请日:2014-08-01

    Inventor: Nathan Pearce

    Abstract: Systems and methods are provided for an automatic user or friend recommendation system that matches players that have compatible play styles, play schedules, or the like. Behavioral data is collected or entered from players, and a profile of each player is created and compared to calculate a compatibility score. If the compatibility score exceeds a predetermined threshold, then the players are marked as compatible, or a degree of compatibility may be calculated and displayed as well. Users can edit their profile, e.g., on a web application or in-game. Users may also interact with optional and incremental demographic survey questions as they log in. A notification of compatible players may be provided via the web application or via an in-game indication. For example, a glow may appear around a compatible player, or compatible players may be displayed in a list, such as an instant messaging client.

    Abstract translation: 为自动用户或朋友推荐系统提供系统和方法,该系统与具有兼容播放风格,播放时间表等的播放器相匹配。 从玩家收集或输入行为数据,并创建并比较每个玩家的个人资料以计算兼容性分数。 如果兼容性分数超过预定阈值,则玩家被标记为兼容性,或者也可以计算和显示兼容性程度。 用户可以编辑他们的个人资料,例如在网络应用程序或游戏中。 用户还可以在登录时与可选和增量人口统计问题进行交互。可以通过网络应用程序或通过游戏内指示来提供兼容玩家的通知。 例如,兼容播放器周围可能会出现辉光,或者兼容播放器可能会显示在列表中,例如即时消息客户端。

    Cloud-based game slice generation and frictionless social sharing with instant play
    37.
    发明授权
    Cloud-based game slice generation and frictionless social sharing with instant play 有权
    基于云的游戏切片生成和无摩擦的社交共享与即时播放

    公开(公告)号:US08870661B2

    公开(公告)日:2014-10-28

    申请号:US13797900

    申请日:2013-03-12

    Abstract: Methods and system for processing a game slice of a game includes presenting a plurality of games on a display. Each game is associated with a plurality of game slices and each game slice is a pre-selected portion of the game. Passive selection activity is detected proximate to an initial image of a game. In response, a primary video segment of a game slice of the game is rendered. During the rendering of the primary video segment, active selection activity is detected for the primary video segment. The active selection activity causes executable code of the game slice to be loaded to allow playing of an unlocked subset of the game within the game slice. The plays of the unlocked subset of the game within the game slice are recorded to define secondary video segments. The secondary video segments are posted for sharing with users of a social network.

    Abstract translation: 用于处理游戏棋盘的方法和系统包括在显示器上呈现多个游戏。 每个游戏与多个游戏片段相关联,并且每个游戏片段是游戏的预先选择的部分。 在游戏的初始图像附近检测被动选择活动。 作为响应,呈现游戏的游戏切片的主要视频段。 在主视频片段的呈现期间,检测主视频片段的主动选择活动。 活动选择活动导致游戏切片的可执行代码被加载以允许在游戏切片内播放游戏的解锁子集。 记录游戏片内游戏解锁子集的播放,以定义次要视频段。 张贴次要视频片段以与社交网络的用户共享。

    Dynamic replacement of cinematic stage props in program content
    38.
    发明授权
    Dynamic replacement of cinematic stage props in program content 有权
    在节目内容中动态更换电影舞台道具

    公开(公告)号:US08860803B2

    公开(公告)日:2014-10-14

    申请号:US14026948

    申请日:2013-09-13

    Abstract: Stage props, such as consumer products, in legacy program content are replaced with dynamically replaceable assets. Such assets can be used for advertising purposes in that images of different products and services can be inserted therein and are changeable via a network. Such assets may be created by identifying props in the content for replacement, and determining location and visual effects information for each identified prop. The content may be played back by broadcasting the content and reference information designating parameters for inserting the assets into the content. Replacement images, such as images of products, may be obtained via a network. The visual appearance of each replacement image may be modified using visual effects information so the inserted objects appear natural as if they were part of the original scene.

    Abstract translation: 遗产计划内容中的阶段道具,如消费者产品被动态可替换资产所取代。 这样的资产可以用于广告目的,因为可以将不同产品和服务的图像插入其中并且可以经由网络改变。 可以通过在内容中识别道具来进行替换来创建这样的资产,并且确定每个被识别的道具的位置和视觉效果信息。 可以通过将内容和用于将资产插入到内容中的参考信息指定参数进行播放来播放内容。 可以通过网络获得诸如产品图像的替换图像。 可以使用视觉效果信息来修改每个替换图像的视觉外观,使得插入的对象看起来像是原始场景的一部分一样自然。

    ATTRIBUTE-DRIVEN GAMEPLAY
    40.
    发明申请
    ATTRIBUTE-DRIVEN GAMEPLAY 有权
    属性驱动游戏

    公开(公告)号:US20140274414A1

    公开(公告)日:2014-09-18

    申请号:US14283119

    申请日:2014-05-20

    Inventor: Ed Annunziata

    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.

    Abstract translation: 提供了基于情感的游戏角色操纵的方法和系统。 每个角色与量化属性表相关联,包括情感属性和非情感属性。 基于与另一游戏角色的交互来确定游戏角色的情感属性的调整。 调整第一游戏角色的情感属性,这进一步导致对第一游戏角色的非情感属性的调整。 然后,基于经调整的非情感属性来确定第一游戏角色的行为。

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