Abstract:
In various examples, one or more Machine Learning Models (MLMs) are used to identify content items in a video stream and present information associated with the content items to viewers of the video stream. Video streamed to a user(s) may be applied to an MLM(s) trained to detect an object(s) therein. The MLM may directly detect particular content items or detect object types, where a detection may be narrowed to a particular content item using a twin neural network, and/or an algorithm. Metadata of an identified content item may be used to display a graphical element selectable to acquire the content item in the game or otherwise. In some examples, object detection coordinates from an object detector used to identify the content item may be used to determine properties of an interactive element overlaid on the video and presented on or in association with a frame of the video.
Abstract:
In various examples, data representing user interactions with a plurality of games are analyzed to generate an aggregate playstyle profile for each game. The aggregate playstyle profiles of games participated in a by a user may be used to recommend one or more other games with a similar aggregate playstyle profile. In embodiments, an individual user's playstyle patterns may be used to determine games having similar playstyle profiles to eh user's playstyle patterns. In this way, game recommendations are more tailored to a particular type of gameplay, and not only to particular genres of games or games that are currently the most popular.
Abstract:
In various examples, a gaze direction of a user's eyes may be tracked and synced with perception data of the vehicle to determine POIs that the user is interested in. In some examples, POIs may be stored as waypoints in a waypoint catalog or store and included as part of a map. As a user is driving in a vehicle down a roadway, a system onboard the vehicle may access the map to determine locations of the vehicle, and may reference the waypoint catalog to determine the POIs that the vehicle passes. Using an advertiser name, contact information, an advertisement image, advertiser website information, links to additional content, etc. relating to each waypoint, a log of the passed POIs may be stored for access by the user.
Abstract:
Systems for granting remote access to, and methods of playing, a video game executing on a video game console coupled to a computer network or video games executing on hosting clients of a computer network. One embodiment of the system includes: (1) a stream distributor configured to receive a video stream conveying a view of a gamespace of the video game from the video game console via the computer network and transmit the video stream toward a remote client via the computer network and (2) a response receiver associated with the stream distributor and configured to receive a response stream from the remote client via the computer network and transmit the response stream toward the video game console.
Abstract:
To establish a target (e.g., billing) address, a device receives a first physical address determined by geolocating the device (e.g., based on an Internet Protocol (IP) address associated with the device). A street-level map that includes an indicator that is rendered at a first location in the map corresponding to the first physical address is displayed. The indicator can be moved from the first location to one or more other locations in the map. The device receives a selection of a physical address corresponding to the location in the map of the indicator when the selection is made. The device records the selected physical address as the target address.
Abstract:
Approaches presented herein provide systems and methods for determining different states for distributed computing processes based on information acquired from underlying hardware. Different tasks may be executed by hardware for a given distributed computing process having a certain hardware configuration and for a given application. Telemetry information may be acquired to identify different states according to the telemetry information independent from underlying application engines. Thereafter, identification of different application states enables prediction of time periods between various application states, which may provide opportunities for additional processing tasks, such as providing supplemental content.
Abstract:
In various embodiments of the present disclosure, playstyle patterns of players are learned and used to generate virtual representations (“bots”) of users. Systems and methods are disclosed that use game session data (e.g., metadata) from a plurality of game sessions of a game to learn playstyle patterns of users, based on user inputs of the user in view of variables presented within the game sessions. The game session data is applied to one or more machine learning models to learn playstyle patterns of the user for the game, and associated with a user profile of the user. Profile data representative of the user profile is then used to control or instantiate bots of the users, or of categories of users, according to the learned playstyle patterns.
Abstract:
In various examples, a gaze direction of a user's eyes may be tracked and synced with perception data of the vehicle to determine POIs that the user is interested in. In some examples, POIs may be stored as waypoints in a waypoint catalog or store and included as part of a map. As a user is driving in a vehicle down a roadway, a system onboard the vehicle may access the map to determine locations of the vehicle, and may reference the waypoint catalog to determine the POIs that the vehicle passes. Using an advertiser name, contact information, an advertisement image, advertiser website information, links to additional content, etc. relating to each waypoint, a log of the passed POIs may be stored for access by the user.
Abstract:
An electronic computing system for dynamically controlling user interface device settings for an electronic game playable by multiple players over a computer network.
Abstract:
Systems for granting remote access to, and methods of playing, a video game executing on a video game console coupled to a computer network or video games executing on hosting clients of a computer network. One embodiment of the system includes: (1) a stream distributor configured to receive a video stream conveying a view of a gamespace of the video game from the video game console via the computer network and transmit the video stream toward a remote client via the computer network and (2) a response receiver associated with the stream distributor and configured to receive a response stream from the remote client via the computer network and transmit the response stream toward the video game console.