ENTERTAINMENT SYSTEM, A METHOD AND A COMPUTER PROGRAM

    公开(公告)号:US20240024762A1

    公开(公告)日:2024-01-25

    申请号:US18354152

    申请日:2023-07-18

    摘要: An entertainment system includes circuitry configured to receive input signals from at least a first input device and a second input device, where each input signal corresponds to a control in one of the input devices, determine whether each input signal is included in a respective control subset allocated to the input device from which the input signal was received, determine if each input signal is an input signal to be utilised based on whether it is included in the respective control subset, treat input signals to be utilised from any of the input devices as input signals from the same single input device, and determine, according to a predetermined control scheme, a process to be executed based on the input signals to be utilised, and where the respective control subsets each comprise at least one control not found in the other control subsets, and the respective control subsets together comprise a full complement of controls for an input device.

    AFFECTIVE GAMING SYSTEM AND METHOD
    4.
    发明公开

    公开(公告)号:US20240123351A1

    公开(公告)日:2024-04-18

    申请号:US18483725

    申请日:2023-10-10

    IPC分类号: A63F13/65 A63F13/79

    CPC分类号: A63F13/65 A63F13/79

    摘要: An affective gaming system includes: an administrator unit configured to host a session of a video game; a receiving unit configured to receive biometric data associated with a first user of a plurality of users participating in the session of a video game; a first generating unit configured to generate, based on at least part of the biometric data, current emotion data associated with the first user; a second generating unit configured to generate, based at least in part on the current emotion data associated with the first user, target emotion data associated with the first user; and a modifying unit configured to modify, responsive to the difference between the target emotion data associated with the first user and the current emotion data associated with the first user, one or more aspects of the video game that are specific to the first user.