Abstract:
A game system in which game sessions may be recorded and saved as game records. A previously recorded game session may be selected and replayed, and players may step into and assume control of respective game characters during the replay. When a player steps into and takes control of game a character during replay of a game session, a new timeline is spawned from the original timeline, and a new game record corresponding to the new timeline is generated and stored. Players that were involved in a previously recorded game session that is being replayed may be manually or automatically notified that the game session is being replayed. The notification may occur upon initiation of the replay and/or when a new timeline is spawned. Notified players may view the game session without participating, or may take control their respective characters to participate.
Abstract:
This disclosure describes systems and techniques receiving a request for information from a user and, in response, outputting the requested information along with unsolicited, interesting content that is related to, yet nonresponsive to, the requested information. In some instances, if the requested information is unknown, the techniques may output an indication that the information is unknown, followed by the additional, unsolicited, interesting content.
Abstract:
This disclosure describes systems and techniques receiving a request for information from a user and, in response, outputting the requested information along with unsolicited, interesting content that is related to, yet nonresponsive to, the requested information. In some instances, if the requested information is unknown, the techniques may output an indication that the information is unknown, followed by the additional, unsolicited, interesting content.
Abstract:
A real-time video exploration (RVE) system that allows users to pause, step into, move through, and explore 2D or 3D modeled worlds of scenes in a video. The RVE system may allow users to select and manipulate objects within a scene, and to modify an object by adding or removing accessories from the object or otherwise customizing the object according to the user's preferences or desires. The RVE system may also provide an interface or interfaces via which the user can obtain additional information for the object, customize the object, be given a price or price(s) for the object as customized, and purchase the object as specified if desired.
Abstract:
A real-time video exploration (RVE) system that allows users to pause a pre-recorded video (e.g., a movie) and change viewing positions and angles of one or more scenes. The RVE system may also allow users to select, manipulate, and modify objects within one or more scenes. The RVE system may render new video of the scenes and stream the new video to the user's client device. Using the RVE system, a user may create modified versions of one or more scenes to replace original scenes in a video to thus create a modified version of the video. The RVE system may allow the user to record the modified version of the video, and may allow the user to share the modified version of the video with other viewers.
Abstract:
A system in which players participate as characters in a virtual game world via game clients executing on client devices and communicate via an in-game communications channel. A messaging service is provided that enables active players to communicate with non-players via messaging platform(s). A player may send a message to another person via an in-game communications channel; upon detecting that the person is not active in the game, the service maps the person's identity to one or more messaging platform endpoints, tags the source of the message with the sending player's in-game identity, and forwards the message to the person via the messaging platform(s). The person may respond to the message via the messaging platform(s). The identities of the active player may be obfuscated so that a player's personal contact information is not exposed.
Abstract:
Methods and apparatus for collecting information for physical products by providing virtual products to customers. Virtual products (digital representations of physical products) may be provided to customers that provide item information including but not limited to evidence of ownership of corresponding physical products, for example photographs or sales receipts. The customers may use the virtual products in various applications in which the customers may establish a virtual presence. The information provided by the customers may be collected, analyzed, and applied in one or more areas of real-world production and marketing, for example in obtaining competitive pricing information. Digital lockers may be provided for the customers to which the virtual products are stored; the applications may access the virtual products for a customer from a respective digital locker.
Abstract:
Described are systems, methods, and apparatus that enable constraint based communications between two or more devices. For example, a first user of a first device may submit a communication request to establish a communication session with a second user and provide a constraint for that communication session, such as a time-limit (e.g., limit the communication session to five minutes). In such an example, if the second user accepts the communication request with the constraint, a communication session is established and the system monitors the communication session to determine when a condition corresponding to the constraint has been satisfied. When the condition is satisfied, the communication session is terminated by the system.
Abstract:
An audio analysis system that may analyze participant audio input in a game spectating environment. The audio analysis system may receive audio input for participants (broadcasters and/or spectators) in a game spectating system. The audio analysis system may analyze the audio input to generate audio analysis information for broadcasts, and provide the information to the game spectating system. The audio analysis information may be applied in the game spectating system in various ways. For example, the information may be used to determine active or popular broadcasts, broadcasters, games, and/or recordings of broadcasts, and the active or popular content may be indicated to spectators via a game spectating user interface. The audio analysis system may provide an application programming interface (API) to receive the audio input and to provide audio analysis information.
Abstract:
A real-time video targeting (RVT) system may leverage network-based computation resources and services, available 2D or 3D model data, and available viewer information to dynamically personalize content of, or add personalized content to, video for particular viewers or viewer groups. When playing back pre-recorded video to viewers, at least some objects or other content in at least some of the scenes of the video may be replaced with objects or content targeted at particular viewers or groups according to profiles or preferences of the viewers or groups. Since the video is being rendered and streamed to different viewers or groups in real-time by the network-based computation resources and services, any given scene of a video may be modified and viewed in many different ways by different viewers or groups based on the particular viewers' or groups' profiles.