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公开(公告)号:US20110223995A1
公开(公告)日:2011-09-15
申请号:US12722594
申请日:2010-03-12
申请人: Kevin Geisner , Relja Markovic , Stephen G. Latta , Mark T. Mihelich , Christopher Willoughby , Jonathan T. Steed , Darren Bennett , Shawn C. Wright , Matt Coohill
发明人: Kevin Geisner , Relja Markovic , Stephen G. Latta , Mark T. Mihelich , Christopher Willoughby , Jonathan T. Steed , Darren Bennett , Shawn C. Wright , Matt Coohill
IPC分类号: A63F9/24
CPC分类号: G06F3/011 , A63F2300/10 , A63F2300/1087 , A63F2300/1093 , A63F2300/6045 , A63F2300/8023 , A63F2300/8088 , G06F3/017
摘要: A computing system runs an application (e.g., video game) that interacts with one or more actively engaged users. One or more physical properties of a group are sensed. The group may include the one or more actively engaged users and/or one or more entities not actively engaged with the application. The computing system will determine that the group (or the one or more entities not actively engaged with the application) have performed a predetermined action. A runtime condition of the application is changed in response to determining that the group (or the one or more entities not actively engaged with the computer based application) have performed the predetermined action. Examples of changing a runtime condition include moving an object, changing a score or changing an environmental condition of a video game.
摘要翻译: 计算系统运行与一个或多个积极参与的用户交互的应用(例如,视频游戏)。 检测组的一个或多个物理属性。 该组可以包括一个或多个积极参与的用户和/或不积极地与应用程序接合的一个或多个实体。 计算系统将确定组(或一个或多个未主动与应用接合的实体)已经执行了预定的动作。 响应于确定组(或一个或多个未与基于计算机的应用程序主动接合的实体)已经执行了预定动作而改变应用的运行时间条件。 改变运行时间条件的例子包括移动对象,改变分数或改变视频游戏的环境状况。
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公开(公告)号:US09069381B2
公开(公告)日:2015-06-30
申请号:US13410561
申请日:2012-03-02
申请人: Kevin Geisner , Relja Markovic , Stephen G. Latta , Mark T. Mihelich , Christopher Willoughby , Jonathan T. Steed , Darren Bennett , Shawn C. Wright , Matt Coohill
发明人: Kevin Geisner , Relja Markovic , Stephen G. Latta , Mark T. Mihelich , Christopher Willoughby , Jonathan T. Steed , Darren Bennett , Shawn C. Wright , Matt Coohill
CPC分类号: G06F3/011 , A63F2300/10 , A63F2300/1087 , A63F2300/1093 , A63F2300/6045 , A63F2300/8023 , A63F2300/8088 , G06F3/017
摘要: A computing system runs an application (e.g., video game) that interacts with one or more actively engaged users. One or more physical properties of a group are sensed. The group may include the one or more actively engaged users and/or one or more entities not actively engaged with the application. The computing system will determine that the group (or the one or more entities not actively engaged with the application) have performed a predetermined action. A runtime condition of the application is changed in response to determining that the group (or the one or more entities not actively engaged with the computer based application) have performed the predetermined action. Examples of changing a runtime condition include moving an object, changing a score or changing an environmental condition of a video game.
摘要翻译: 计算系统运行与一个或多个积极参与的用户交互的应用(例如,视频游戏)。 检测组的一个或多个物理属性。 该组可以包括一个或多个积极参与的用户和/或不积极地与应用程序接合的一个或多个实体。 计算系统将确定组(或一个或多个未主动与应用接合的实体)已经执行了预定的动作。 响应于确定组(或一个或多个未主动与基于计算机的应用接合的实体)已经执行了预定动作而改变应用的运行时间条件。 改变运行时间条件的例子包括移动对象,改变分数或改变视频游戏的环境状况。
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公开(公告)号:US20120165096A1
公开(公告)日:2012-06-28
申请号:US13410561
申请日:2012-03-02
申请人: Kevin Geisner , Relja Markovic , Stephen G. Latta , Mark T. Mihelich , Christopher Willoughby , Jonathan T. Steed , Darren Bennett , Shawn C. Wright , Matt Coohill
发明人: Kevin Geisner , Relja Markovic , Stephen G. Latta , Mark T. Mihelich , Christopher Willoughby , Jonathan T. Steed , Darren Bennett , Shawn C. Wright , Matt Coohill
CPC分类号: G06F3/011 , A63F2300/10 , A63F2300/1087 , A63F2300/1093 , A63F2300/6045 , A63F2300/8023 , A63F2300/8088 , G06F3/017
摘要: A computing system runs an application (e.g., video game) that interacts with one or more actively engaged users. One or more physical properties of a group are sensed. The group may include the one or more actively engaged users and/or one or more entities not actively engaged with the application. The computing system will determine that the group (or the one or more entities not actively engaged with the application) have performed a predetermined action. A runtime condition of the application is changed in response to determining that the group (or the one or more entities not actively engaged with the computer based application) have performed the predetermined action. Examples of changing a runtime condition include moving an object, changing a score or changing an environmental condition of a video game.
摘要翻译: 计算系统运行与一个或多个积极参与的用户交互的应用(例如,视频游戏)。 检测组的一个或多个物理属性。 该组可以包括一个或多个积极参与的用户和/或不积极地与应用程序接合的一个或多个实体。 计算系统将确定组(或一个或多个未主动与应用接合的实体)已经执行了预定的动作。 响应于确定组(或一个或多个未与基于计算机的应用程序主动接合的实体)已经执行了预定动作而改变应用的运行时间条件。 改变运行时间条件的例子包括移动对象,改变分数或改变视频游戏的环境状况。
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公开(公告)号:US20110099476A1
公开(公告)日:2011-04-28
申请号:US12604526
申请日:2009-10-23
申请人: Gregory N. Snook , Relja Markovic , Stephen G. Latta , Kevin Geisner , Christopher Vuchetich , Darren Alexander Bennett , Arthur Charles Tomlin , Joel Deaguero , Matt Puls , Matt Coohill , Ryan Hastings , Kate Kolesar , Brian Scott Murphy
发明人: Gregory N. Snook , Relja Markovic , Stephen G. Latta , Kevin Geisner , Christopher Vuchetich , Darren Alexander Bennett , Arthur Charles Tomlin , Joel Deaguero , Matt Puls , Matt Coohill , Ryan Hastings , Kate Kolesar , Brian Scott Murphy
CPC分类号: G06F3/038 , A63F13/213 , A63F13/424 , A63F13/428 , G06F3/011 , G06F3/017 , G06F2203/0381
摘要: Disclosed herein are systems and methods for decorating a display environment. In one embodiment, a user may decorate a display environment by making one or more gestures, using voice commands, using a suitable interface device, and/or combinations thereof. A voice command can be detected for user selection of an artistic feature, such as, for example, a color, a texture, an object, and a visual effect for decorating in a display environment. The user can also gesture for selecting a portion of the display environment for decoration. Next, the selected portion of the display environment can be altered based on the selected artistic feature. The user's motions can be reflected in the display environment by an avatar. In addition, a virtual canvas or three-dimensional object can be displayed in the display environment for decoration by the user.
摘要翻译: 本文公开了用于装饰显示环境的系统和方法。 在一个实施例中,用户可以通过使用语音命令使用合适的接口设备和/或其组合来进行一个或多个手势来装饰显示环境。 可以检测用户选择艺术特征(例如颜色,纹理,对象和用于在显示环境中进行装饰的视觉效果)的语音命令。 用户还可以用于选择用于装饰的显示环境的一部分的手势。 接下来,可以基于所选择的艺术特征来改变显示环境的所选择的部分。 用户的动作可以通过头像反映在显示环境中。 此外,可以在显示环境中显示虚拟画布或三维对象以供用户进行装饰。
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公开(公告)号:US20120309534A1
公开(公告)日:2012-12-06
申请号:US13151134
申请日:2011-06-01
申请人: Relja Markovic , Stephen Latta , Kevin Geisner , A. Dylan Vance , Brian Scott Murphy , Matt Coohill
发明人: Relja Markovic , Stephen Latta , Kevin Geisner , A. Dylan Vance , Brian Scott Murphy , Matt Coohill
IPC分类号: A63F13/06
CPC分类号: A63F13/20 , A63F13/06 , A63F13/10 , A63F13/12 , A63F13/213 , A63F13/215 , A63F13/216 , A63F13/795 , A63F2300/1087 , A63F2300/5566 , A63F2300/6045 , A63F2300/6607
摘要: A method of matching a player of a multi-player game with a remote participant includes recognizing the player, automatically identifying an observer within a threshold proximity to the player, using an identity of the observer to find one or more candidates to play as the remote participant of the multi-player game, and when selecting the remote participant, choosing a candidate from the one or more candidates above a non-candidate if the candidate satisfies a matching criteria.
摘要翻译: 一种将多玩家游戏的玩家与远程参与者相匹配的方法包括:使用观察者的身份识别玩家自动识别与玩家的阈值接近度内的观众,以找到一个或多个候选人作为远程玩家 并且当选择远程参与者时,如果候选者满足匹配标准,则从非候选者之上的一个或多个候选人中选择候选者。
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公开(公告)号:US08696461B2
公开(公告)日:2014-04-15
申请号:US13151134
申请日:2011-06-01
申请人: Relja Markovic , Stephen Latta , Kevin Geisner , A. Dylan Vance , Brian Scott Murphy , Matt Coohill
发明人: Relja Markovic , Stephen Latta , Kevin Geisner , A. Dylan Vance , Brian Scott Murphy , Matt Coohill
CPC分类号: A63F13/20 , A63F13/06 , A63F13/10 , A63F13/12 , A63F13/213 , A63F13/215 , A63F13/216 , A63F13/795 , A63F2300/1087 , A63F2300/5566 , A63F2300/6045 , A63F2300/6607
摘要: A method of matching a player of a multi-player game with a remote participant includes recognizing the player, automatically identifying an observer within a threshold proximity to the player, using an identity of the observer to find one or more candidates to play as the remote participant of the multi-player game, and when selecting the remote participant, choosing a candidate from the one or more candidates above a non-candidate if the candidate satisfies a matching criteria.
摘要翻译: 一种将多玩家游戏的玩家与远程参与者相匹配的方法包括:使用观察者的身份识别玩家自动识别与玩家的阈值接近度内的观众,以找到一个或多个候选人作为远程玩家 并且当选择远程参与者时,如果候选者满足匹配标准,则从非候选者之上的一个或多个候选人中选择候选者。
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公开(公告)号:US20120311031A1
公开(公告)日:2012-12-06
申请号:US13151112
申请日:2011-06-01
申请人: Stephen Latta , Relja Markovic , Kevin Geisner , A. Dylan Vance , Brian Scott Murphy , Matt Coohill
发明人: Stephen Latta , Relja Markovic , Kevin Geisner , A. Dylan Vance , Brian Scott Murphy , Matt Coohill
IPC分类号: G06F15/16
CPC分类号: G06Q10/10 , A63F13/12 , A63F13/795 , G06Q50/01
摘要: A method of finding a new social network service friend for a player belonging to a social network service and having a friend group including one or more player-accepted friends includes recognizing the player, automatically identifying an observer within a threshold proximity to the player, and adding the observer to the friend group of the player in the social network service if the observer satisfies a friending criteria of the player.
摘要翻译: 一种为属于社交网络服务的玩家找到新的社交网络服务朋友并具有包括一个或多个玩家接受的朋友的朋友组的方法包括:识别玩家,自动识别与玩家接近的门槛内的观众;以及 如果观察者满足玩家的满足标准,则将观察者添加到社交网络服务中的玩家的朋友组。
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公开(公告)号:US09025832B2
公开(公告)日:2015-05-05
申请号:US13151112
申请日:2011-06-01
申请人: Stephen Latta , Relja Markovic , Kevin Geisner , A. Dylan Vance , Brian Scott Murphy , Matt Coohill
发明人: Stephen Latta , Relja Markovic , Kevin Geisner , A. Dylan Vance , Brian Scott Murphy , Matt Coohill
IPC分类号: G06K9/00 , G06Q10/10 , A63F13/30 , A63F13/795 , G06Q50/00
CPC分类号: G06Q10/10 , A63F13/12 , A63F13/795 , G06Q50/01
摘要: A method of finding a new social network service friend for a player belonging to a social network service and having a friend group including one or more player-accepted friends includes recognizing the player, automatically identifying an observer within a threshold proximity to the player, and adding the observer to the friend group of the player in the social network service if the observer satisfies a friending criteria of the player.
摘要翻译: 一种为属于社交网络服务的玩家找到新的社交网络服务朋友并具有包括一个或多个玩家接受的朋友的朋友组的方法包括:识别玩家,自动识别与玩家接近的门槛内的观众;以及 如果观察者满足玩家的满足标准,则将观察者添加到社交网络服务中的玩家的朋友组。
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