Cloud-Based Game Slice Generation and Frictionless Social Sharing with Instant Play
    81.
    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

    IPC分类号: A63F13/537

    摘要: 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.

    摘要翻译: 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
    82.
    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

    发明人: Gary M. Zalewski

    摘要: 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.

    摘要翻译: 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
    83.
    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

    IPC分类号: H03G3/00

    CPC分类号: H03G9/02 H03G9/005

    摘要: 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.

    摘要翻译: 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
    84.
    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

    发明人: Nathan Pearce

    IPC分类号: A63F13/30

    摘要: 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.

    摘要翻译: 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
    85.
    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

    IPC分类号: A63F9/24 G06F3/048 A63F13/00

    摘要: 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.

    摘要翻译: 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
    86.
    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

    摘要: 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.

    摘要翻译: 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
    88.
    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

    发明人: Ed Annunziata

    IPC分类号: A63F13/30

    摘要: 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.

    摘要翻译: 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。

    Systems and Methods for Enabling Shadow Play for Video Games Based on Prior User Plays
    89.
    发明申请
    Systems and Methods for Enabling Shadow Play for Video Games Based on Prior User Plays 有权
    基于先前用户播放的视频游戏影音播放系统和方法

    公开(公告)号:US20140187318A1

    公开(公告)日:2014-07-03

    申请号:US13779737

    申请日:2013-02-27

    IPC分类号: A63F13/12

    摘要: Methods for playing a video game executed by a game cloud system are provided. One method includes generating a user interface for displaying game interactivity for playing the video game. The user interface includes controls for selecting a mode of play that includes a shadow mode. The method further includes detecting game play of the video game by a current user and identifying one or more previous plays of the video game by other users. After one of the other users is selected to be used in the shadow mode, for a set period of time, the shadow mode is enabled for the selected other user such that an image of the object controlled by the other user along a game sequence that is to be played by the current user of the video game is displayed.

    摘要翻译: 提供了用于玩游戏云系统执行的视频游戏的方法。 一种方法包括生成用于显示用于播放视频游戏的游戏交互性的用户界面。 用户界面包括用于选择包括阴影模式的游戏模式的控件。 该方法还包括检测当前用户的视频游戏的游戏和识别其他用户的视频游戏的一个或多个先前的播放。 在其他用户中的一个被选择为在阴影模式中使用之后,在设定的时间段内,对所选择的其他用户启用阴影模式,使得由另一用户沿着游戏顺序控制的对象的图像, 是由当前用户播放的视频游戏显示。

    SCHEME FOR DETERMINING THE LOCATIONS AND TIMING OF ADVERTISEMENTS AND OTHER INSERTIONS IN MEDIA
    90.
    发明申请
    SCHEME FOR DETERMINING THE LOCATIONS AND TIMING OF ADVERTISEMENTS AND OTHER INSERTIONS IN MEDIA 有权
    媒体广告刊登位置和时间安排方案

    公开(公告)号:US20140156364A1

    公开(公告)日:2014-06-05

    申请号:US14175996

    申请日:2014-02-07

    发明人: Gary M. Zalewski

    IPC分类号: G06K9/62 G06Q30/02

    摘要: A non-transitory computer readable storage medium stores one or more computer programs adapted to cause a processor based system to execute steps that include analyzing an image, identifying one or more faces in the image using a face recognition technique, designating at least one of the identified faces collectively as a first area of interest, and determining whether an insertion area exists in the image where additional content can be inserted without obstructing the first area of interest. Another computer program is adapted to cause a processor based system to execute steps that include determining whether the insertion area can be divided into two or more regions based on color. Methods and processor based apparatuses that perform one or more of these steps are also disclosed.

    摘要翻译: 非暂时计算机可读存储介质存储适于使基于处理器的系统执行包括分析图像的步骤的一个或多个计算机程序,使用人脸识别技术识别图像中的一个或多个面部,指定至少一个 识别的面部集体地表示为第一感兴趣区域,并且确定是否存在可插入附加内容的图像中的插入区域,而不妨碍第一感兴趣区域。 另一计算机程序适于使基于处理器的系统执行包括基于颜色来确定插入区域是否可以被划分为两个或更多个区域的步骤。 还公开了执行这些步骤中的一个或多个的方法和基于处理器的装置。