摘要:
A mobile device is configured as a point and shoot type weapon for gaming, training, or the like. Utilizing the mobile device based weapon, such as a smart phone for example, a user thereof can simply aim the mobile device at a target and shoot. Shooting may be accomplished by tapping the mobile device, activating a button or soft key on the mobile device, making a gesture (e.g., moving a finger as if a trigger is being pulled), providing an audible command (e.g., “shoot”), or the like.
摘要:
The present invention provides a program that causes an electronic device including a display unit and a processing unit to execute selecting, as candidate objects, objects related to game events from among objects to be rendered on the display unit; determining attention scores representing the degrees of attention that will be paid by a player to the individual selected candidate objects by determining weights relating to the occurrence of individual candidate events, which are events related to the candidate objects, on the basis of the candidate objects, an event or a sequence of events that occurred immediately before, and event history information; and determining resource allocation in the processing unit for rendering the individual candidate objects on the basis of the attention scores and depth distances of the candidate objects as viewed from the player.
摘要:
The disclosed embodiments relate to a system that uses a video game to improve spatial and/or temporal information-processing capabilities of a user. During operation, the system enables the user to play the video game. During execution of the video game, the system first measures spatial and/or temporal information-processing capabilities of the user during the course of playing the video game. Next, the system uses the measured spatial and/or temporal information-processing capabilities to control a spatial placement and/or a temporal presentation rate of target items that the user is required to respond to during subsequent game play to stimulate enhancement of the user's spatial and/or temporal information-processing capabilities.
摘要:
A system and method are disclosed for offering a trainee presentation blending live and virtual entities to create a training scenario unconstrained by live entity operational performance and geographical limitations. The system blends an instance of a virtual entity with an actual presentation of a live entity within a trainee presentation. Outside of trainee local sensor range, the system presents a virtual entity to the trainee while occluding local sensor presentation of the live entity. As the scenario progresses to a lessor range or higher criticality, the system offers the live entity emulation information concerning characteristics of the virtual entity so the live entity may anticipate and begin to emulate the virtual. At a crossover point, the system determines if the live entity has successfully emulated the virtual and if so, discontinues presentation of the virtual while removing the occlusion allowing presentation of the live entity.
摘要:
Trajectory-based games of chance are described that may be implemented on a video gaming machine. In a trajectory-based game of chance, a trajectory of a game object may be generated in a 3-D gaming environment. A wager may be made on an aspect of the game object's trajectory in the gaming environment such as a termination location for the trajectory of the game object. The aspect of the game object's trajectory may occur according to a known probability. Hence, an award for the trajectory-based game of chance may be proportional to the probability of the aspect of the game object's trajectory occurring.
摘要:
System and methods to guide interaction of characters with objects in a virtual space include determining how objects near a particular character are perceived by that character. Based on proximity, position, the manner of possible interaction, and/or other considerations, objects are ranked for interaction with the character.
摘要:
Methods and systems for simulating dynamic motion and position. The methods and systems are particularly well-suited for use in sports simulation video games (e.g., a basketball simulation) and gaming systems. Using a simplified model of mass and structure and a physics engine, realistic movement can be mimicked by simulation/game entities. For each entity a sense of balance may be measured that affects the entities ability to achieve objectives. The entities are projected onto an n-dimensional space, the properties of which affect the probability that an entity will succeed with respect to a given objective. The methods and systems may be used to generate a visual representation of simulation, such as in a video game.
摘要:
Trajectory-based games of chance are described that may be implemented on a video gaming machine. In a trajectory-based game of chance, a trajectory of a game object may be generated in a 3-D gaming environment. A wager may be made on an aspect of the game object's trajectory in the gaming environment such as a termination location for the trajectory of the game object. The aspect of the game object's trajectory may occur according to a known probability. Hence, an award for the trajectory-based game of chance may be proportional to the probability of the aspect of the game object's trajectory occurring.
摘要:
Provided is a method for controlling information shared in a virtual world by a server and a plurality of users' client terminals connected to each other through a network. In this information control method, a computer creates a third object between a first object and a second object in the virtual world when the first object and second object transmit communication information therebetween, and filters the information with the third object. In addition, when an object transmits visual information, the third object can be created around the object transmitting the visual information. The third object can be created as a pseudo wall.
摘要:
A game device recognizes a player's voice to obtain an input voice text. The game device compares the input voice text with a statement identification keyword. The game device transmits a statement ID corresponding to the keyword with which the input voice text coincides to another game device. Each game device that participates in the game stores statement voice data in the voice of an actor corresponding to the statement ID. When the game device has received the statement ID from another game device, the game device extracts and reproduces the corresponding statement voice data.