IN APPLICATION GESTURE INTERPRETATION
    1.
    发明申请
    IN APPLICATION GESTURE INTERPRETATION 有权
    应用程序解释

    公开(公告)号:US20110173574A1

    公开(公告)日:2011-07-14

    申请号:US12684567

    申请日:2010-01-08

    IPC分类号: G06F3/033

    CPC分类号: G06F3/017

    摘要: In a gesture-based system, gestures may control aspects of a computing environment or application, where the gestures may be derived from a user's position or movement in a physical space. A gesture-based system may have a plurality of modes, each mode a hardware configuration, a software configuration, or a combination thereof. Techniques for transitioning a user's control, via the user's gestures, between different modes enables a system to coordinate controls between multiple modes. For example, while a first mode is active, the user's gestures may control aspects of the first mode. The system may transition the user's control from a control of the first mode to a control of a second mode. The transition may be between hardware, software, or a combination thereof. In another embodiment, reserved gestures that correspond to a first mode that may be executed whether or not a second mode is present.

    摘要翻译: 在基于手势的系统中,手势可以控制计算环境或应用的方面,其中手势可以从用户在物理空间中的位置或运动导出。 基于手势的系统可以具有多种模式,每种模式是硬件配置,软件配置或其组合。 用于通过用户的手势在不同模式之间转换用户控制的技术使得系统能够协调多种模式之间的控制。 例如,当第一模式是活动时,用户的手势可以控制第一模式的方面。 系统可以将用户的控制从第一模式的控制转移到第二模式的控制。 转换可以在硬件,软件或其组合之间。 在另一个实施例中,对应于可以执行的第一模式的保留手势,无论是否存在第二模式。

    Application gesture interpretation
    2.
    发明授权
    Application gesture interpretation 有权
    应用手势解读

    公开(公告)号:US09268404B2

    公开(公告)日:2016-02-23

    申请号:US12684567

    申请日:2010-01-08

    IPC分类号: G06F3/00 G06F3/033 G06F3/01

    CPC分类号: G06F3/017

    摘要: In a gesture-based system, gestures may control aspects of a computing environment or application, where the gestures may be derived from a user's position or movement in a physical space. A gesture-based system may have a plurality of modes, each mode a hardware configuration, a software configuration, or a combination thereof. Techniques for transitioning a user's control, via the user's gestures, between different modes enables a system to coordinate controls between multiple modes. For example, while a first mode is active, the user's gestures may control aspects of the first mode. The system may transition the user's control from a control of the first mode to a control of a second mode. The transition may be between hardware, software, or a combination thereof. In another embodiment, reserved gestures that correspond to a first mode that may be executed whether or not a second mode is present.

    摘要翻译: 在基于手势的系统中,手势可以控制计算环境或应用的方面,其中手势可以从用户在物理空间中的位置或运动导出。 基于手势的系统可以具有多种模式,每种模式是硬件配置,软件配置或其组合。 用于通过用户的手势在不同模式之间转换用户控制的技术使得系统能够协调多种模式之间的控制。 例如,当第一模式是活动时,用户的手势可以控制第一模式的方面。 系统可以将用户的控制从第一模式的控制转移到第二模式的控制。 转换可以在硬件,软件或其组合之间。 在另一个实施例中,对应于可以执行的第一模式的保留手势,无论是否存在第二模式。

    GAME MIGRATION
    3.
    发明申请
    GAME MIGRATION 有权
    游戏移动

    公开(公告)号:US20140057722A1

    公开(公告)日:2014-02-27

    申请号:US13593843

    申请日:2012-08-24

    IPC分类号: A63F9/24

    摘要: Embodiments of the present invention allow game play to migrate back and forth between a server-run video game and a client-run video game. For example, a user could start playing a video game running on a server and then migrate play to a client device, such as a game console. When a game is running on the server, the server executes the game code, renders a video image, and communicates the image to the client. The client may communicate game control commands to the server. The game play may also start on the client and transition to a server. For example, a user may reach a point in the game where the user does not have the game files stored on the client.

    摘要翻译: 本发明的实施例允许游戏在服务器运行的视频游戏和客户端运行的视频游戏之间来回移动。 例如,用户可以开始播放在服务器上运行的视频游戏,然后将游戏移动到诸如游戏控制台的客户端设备。 当服务器上运行游戏时,服务器执行游戏代码,呈现视频图像,并将图像传达给客户端。 客户端可以向服务器传送游戏控制命令。 游戏也可能在客户端开始并转换到服务器。 例如,用户可以到达用户没有存储在客户端上的游戏文件的游戏中的一个点。

    Game migration
    4.
    发明授权
    Game migration 有权
    游戏迁移

    公开(公告)号:US09381432B2

    公开(公告)日:2016-07-05

    申请号:US13593843

    申请日:2012-08-24

    IPC分类号: G06F17/00 A63F13/40 A63F13/30

    摘要: Embodiments of the present invention allow game play to migrate back and forth between a server-run video game and a client-run video game. For example, a user could start playing a video game running on a server and then migrate play to a client device, such as a game console. When a game is running on the server, the server executes the game code, renders a video image, and communicates the image to the client. The client may communicate game control commands to the server. The game play may also start on the client and transition to a server. For example, a user may reach a point in the game where the user does not have the game files stored on the client.

    摘要翻译: 本发明的实施例允许游戏在服务器运行的视频游戏和客户端运行的视频游戏之间来回移动。 例如,用户可以开始播放在服务器上运行的视频游戏,然后将游戏移动到诸如游戏控制台的客户端设备。 当服务器上运行游戏时,服务器执行游戏代码,呈现视频图像,并将图像传达给客户端。 客户端可以向服务器传送游戏控制命令。 游戏也可能在客户端开始并转换到服务器。 例如,用户可以到达用户没有存储在客户端上的游戏文件的游戏中的一个点。

    Game browsing
    5.
    发明授权
    Game browsing 有权
    游戏浏览

    公开(公告)号:US08961302B2

    公开(公告)日:2015-02-24

    申请号:US13554215

    申请日:2012-07-20

    IPC分类号: A63F9/24

    摘要: Embodiments of the present invention allow players to instantly access and begin playing games through an online service. To make the games instantly available, an online service keeps instances of games running in active memory waiting for a player to be added. The game instances running in active memory are not attached to a player profile or an I/O channel from a game client. Once the player requests a game, the player's player profile is loaded into the running game instance and an I/O channel is mapped from the game client to the game instance. From the player's perspective, the preloaded game instances allow the player to browse directly from game to game with very little delay. To optimize the usage of server-side resources, historical usage data may be analyzed to anticipate demand for different games.

    摘要翻译: 本发明的实施例允许玩家通过在线服务立即访问和开始玩游戏。 为了使游戏立即可用,在线服务可以让游戏在活动内存中运行的实例等待添加一个玩家。 在活动内存中运行的游戏实例不会附加到游戏客户端的播放器配置文件或I / O通道。 一旦玩家请求游戏,玩家的玩家简档被加载到正在运行的游戏实例中,并且I / O通道被从游戏客户端映射到游戏实例。 从玩家的角度来看,预装的游戏实例允许玩家直接从游戏到游戏,延迟很少。 为了优化服务器端资源的使用,可以分析历史使用数据,以预测不同游戏的需求。

    GAME BROWSING
    6.
    发明申请
    GAME BROWSING 有权
    游戏浏览

    公开(公告)号:US20140024457A1

    公开(公告)日:2014-01-23

    申请号:US13554215

    申请日:2012-07-20

    IPC分类号: A63F9/24

    摘要: Embodiments of the present invention allow players to instantly access and begin playing games through an online service. To make the games instantly available, an online service keeps instances of games running in active memory waiting for a player to be added. The game instances running in active memory are not attached to a player profile or an I/O channel from a game client. Once the player requests a game, the player's player profile is loaded into the running game instance and an I/O channel is mapped from the game client to the game instance. From the player's perspective, the preloaded game instances allow the player to browse directly from game to game with very little delay. To optimize the usage of server-side resources, historical usage data may be analyzed to anticipate demand for different games.

    摘要翻译: 本发明的实施例允许玩家通过在线服务立即访问和开始玩游戏。 为了使游戏立即可用,在线服务可以让游戏在活动内存中运行的实例等待添加一个玩家。 在活动内存中运行的游戏实例不会附加到游戏客户端的播放器配置文件或I / O通道。 一旦玩家请求游戏,玩家的玩家简档被加载到正在运行的游戏实例中,并且I / O通道被从游戏客户端映射到游戏实例。 从玩家的角度来看,预装的游戏实例允许玩家直接从游戏到游戏,延迟很少。 为了优化服务器端资源的使用,可以分析历史使用数据,以预测不同游戏的需求。

    CONTROLLING AUTOMOTIVE FUNCTIONALITY USING INTERNAL- AND EXTERNAL-FACING SENSORS
    7.
    发明申请
    CONTROLLING AUTOMOTIVE FUNCTIONALITY USING INTERNAL- AND EXTERNAL-FACING SENSORS 审中-公开
    使用内部和外部传感器控制汽车功能

    公开(公告)号:US20140005886A1

    公开(公告)日:2014-01-02

    申请号:US13539264

    申请日:2012-06-29

    IPC分类号: G06F7/00

    摘要: Embodiments are directed to automotive systems including automotive alerting systems and automotive heads-up display projection systems. In one case, an automotive system includes an internal-facing sensor and an external-facing sensor positioned within an automobile. The automotive system further includes an information processing system that performs various items including receiving interior sensor input from the internal-facing sensor and from the external-facing sensor. The interior sensor input indicates information about the actions the driver and any other automobile occupants. The exterior sensor indicates information about objects that are external to the automobile. The information processing system then determines, based on both the interior sensor input and the exterior sensor input, an appropriate action to perform and performs that action. Such actions may include increasing or decreasing the salience of a triggered alert.

    摘要翻译: 实施例涉及包括汽车报警系统和汽车单机显示投影系统的汽车系统。 在一种情况下,汽车系统包括位于汽车内部的面向内部的传感器和面向外部的传感器。 汽车系统还包括执行各种项目的信息处理系统,包括从内部面向传感器和面向外部的传感器接收内部传感器输入。 内部传感器输入表示有关驾驶员和其他汽车乘客的动作的信息。 外部传感器指示关于汽车外部的物体的信息。 然后,信息处理系统基于内部传感器输入和外部传感器输入确定执行和执行该动作的适当动作。 此类动作可能包括增加或减少触发警报的显着性。

    GESTURE PERSONALIZATION AND PROFILE ROAMING
    9.
    发明申请
    GESTURE PERSONALIZATION AND PROFILE ROAMING 有权
    个性化和轮廓漫画

    公开(公告)号:US20110093820A1

    公开(公告)日:2011-04-21

    申请号:US12581443

    申请日:2009-10-19

    IPC分类号: G06F3/033 G06F17/30

    摘要: A gesture-based system may have default or pre-packaged gesture information, where a gesture is derived from a user's position or motion in a physical space. In other words, no controllers or devices are necessary. Depending on how a user uses his or her gesture to accomplish the task, the system may refine the properties and the gesture may become personalized. The personalized gesture information may be stored in a gesture profile and can be further updated with the latest data. The gesture-based system may use the gesture profile information for gesture recognition techniques. Further, the gesture profile may be roaming such that the gesture profile is available in a second location without requiring the system to relearn gestures that have already been personalized on behalf of the user.

    摘要翻译: 基于手势的系统可以具有默认或预先打包的手势信息,其中手势是从用户在物理空间中的位置或运动导出的。 换句话说,不需要控制器或设备。 取决于用户如何使用他或她的手势来完成任务,系统可以改进属性并且手势可以变得个性化。 个性化手势信息可以存储在手势简档中,并且可以用最新数据进一步更新。 基于手势的系统可以使用用于手势识别技术的姿势简档信息。 此外,姿势简档可以漫游,使得手势配置文件在第二位置可用,而不需要系统重新学习已经代表用户个性化的手势。