MEASURING LATENCY IN AN INTERACTIVE APPLICATION
    1.
    发明申请
    MEASURING LATENCY IN AN INTERACTIVE APPLICATION 审中-公开
    在交互式应用程序中测量延迟

    公开(公告)号:WO2015153236A2

    公开(公告)日:2015-10-08

    申请号:PCT/US2015/022598

    申请日:2015-03-26

    Abstract: Embodiments are directed to determining latency in an interactive application. In one scenario, a computer system generates an indication that an input has been triggered. This indication identifies the input. The computer system sends the indication to an interactive application that receives and accesses the indication. The computer system further receives an output from the interactive application that includes an indication of the input, and determines an amount of latency between the sending of the generated indication and the receiving of the interactive application output.

    Abstract translation: 实施例涉及确定交互式应用中的等待时间。 在一种情况下,计算机系统产生已经触发输入的指示。 该指示标识输入。 计算机系统将指示发送给接收并访问指示的交互式应用程序。 计算机系统还接收来自交互式应用的输出,该输出包括输入的指示,并且确定所发生的指示与交互应用输出的接收之间的等待时间量。

    COMPUTER PROGRAM, METHODS, AND SYSTEM FOR ENABLING AN INTERACTIVE EVENT AMONG A PLURALITY OF PERSONS
    2.
    发明申请
    COMPUTER PROGRAM, METHODS, AND SYSTEM FOR ENABLING AN INTERACTIVE EVENT AMONG A PLURALITY OF PERSONS 审中-公开
    计算机程序,方法和系统,用于在多个人群中实现交互式活动

    公开(公告)号:WO2014195798A3

    公开(公告)日:2015-07-16

    申请号:PCT/IB2014001361

    申请日:2014-05-27

    CPC classification number: A63F13/358 A63F13/21 A63F13/35 A63F13/428

    Abstract: A computer program, method, and system for participating in interactive events includes a personal input executing an event application, a client device coupled to a display and executing a display application, and a server executing a server application. The display application receives a request from a player to participate in an event, receives the event from the server application, shows the event on the display, and determines an event start time corresponding to a time at which the start of the event is shown on the display. The event application receives sensor data from a sensor, compares the sensor data to reference data to generate a score, forms a plurality of packets containing the score, and transmits the packets. The server application transmits the event to the display application, receives the score from the event application, and transmits the score to the display application.

    Abstract translation: 用于参与交互式事件的计算机程序,方法和系统包括执行事件应用的个人输入,耦合到显示器并执行显示应用的客户端设备以及执行服务器应用的服务器。 显示应用程序从玩家接收参与事件的请求,从服务器应用程序接收事件,在显示器上显示事件,并且确定对应于事件开始的时间的事件开始时间 显示器。 事件应用从传感器接收传感器数据,将传感器数据与参考数据进行比较以生成分数,形成包含分数的多个分组,并发送分组。 服务器应用程序将事件发送到显示应用程序,从事件应用程序接收分数,并将分数发送到显示应用程序。

    SYSTEMS AND METHODS FOR REDUCING HOPS ASSOCIATED WITH A HEAD MOUNTED SYSTEM
    3.
    发明申请
    SYSTEMS AND METHODS FOR REDUCING HOPS ASSOCIATED WITH A HEAD MOUNTED SYSTEM 审中-公开
    用于减少与头部安装系统相关的盖的系统和方法

    公开(公告)号:WO2014197229A1

    公开(公告)日:2014-12-11

    申请号:PCT/US2014/039405

    申请日:2014-05-23

    Inventor: PERRY, David

    Abstract: Systems and methods for reducing hops associated with a head mounted display are described. The head mounted display (104) includes a communications circuit for receiving and transmitting interactive media associated with a game program (117) via a network (110). The interactive media is processed by the game cloud system (102) and streamed directly to the communications circuit of the head mounted display. The head mounted display further includes a user input circuit for receiving an action from a user to generate an input, which includes position and motion detected by the user input circuit. The head mounted display includes a game processing circuit for decoding the interactive media received from the network. The game processing circuit drives a portion of interactivity associated with the game program. The portion of interactivity is generated based on the input.

    Abstract translation: 描述了用于减少与头戴式显示器相关联的跳跃的系统和方法。 头戴式显示器(104)包括用于经由网络(110)接收和发送与游戏程序(117)相关联的交互式媒体的通信电路。 交互式媒体由游戏云系统(102)处理,并直接流式传输到头戴式显示器的通信电路。 头戴式显示器还包括用户输入电路,用于接收来自用户的动作以产生包括由用户输入电路检测到的位置和运动的输入。 头戴显示器包括用于对从网络接收的交互式媒体进行解码的游戏处理电路。 游戏处理电路驱动与游戏程序相关联的一部分交互性。 交互性的一部分是基于输入产生的。

    RESOURCE MANAGEMENT FOR DISTRIBUTED GAMES
    5.
    发明申请
    RESOURCE MANAGEMENT FOR DISTRIBUTED GAMES 审中-公开
    分销游戏资源管理

    公开(公告)号:WO2014161144A1

    公开(公告)日:2014-10-09

    申请号:PCT/CN2013/073594

    申请日:2013-04-02

    CPC classification number: A63F13/77 A63F13/352 A63F13/358 A63F13/795

    Abstract: Technologies are generally described for server resource allocation for distributed games. In one example, a method includes allocating a first set of resources for a first player instance on a first server, a second set of resources for a second player instance on the first server, and a third set of resources for a third player instance on a second server. The method also includes comparing a first relationship strength defined between the first player instance and the second player instance with a second relationship strength defined between the first player instance and the third player instance. Further, the method includes distributing at least one of the first set of resources, the second set of resources, or the third set of resources between the first server and the second server based on a result of the comparing.

    Abstract translation: 技术通常描述用于分布式游戏的服务器资源分配。 在一个示例中,一种方法包括:在第一服务器上为第一玩家实例分配第一组资源,在第一服务器上为第二玩家实例分配第二资源集合,以及为第三玩家实例分配第三组资源 第二台服务器。 该方法还包括将在第一玩家实例和第二玩家实例之间定义的第一关系强度与在第一玩家实例和第三玩家实例之间定义的第二关系强度进行比较。 此外,该方法包括基于比较的结果在第一服务器和第二服务器之间分配第一组资源,第二资源集合或第三组资源中的至少一个。

    SYSTEMS AND METHODS FOR DYNAMIC SHARDING
    6.
    发明申请
    SYSTEMS AND METHODS FOR DYNAMIC SHARDING 审中-公开
    动态锁定系统与方法

    公开(公告)号:WO2014160029A1

    公开(公告)日:2014-10-02

    申请号:PCT/US2014/025672

    申请日:2014-03-13

    Abstract: Systems, methods, and articles of manufacture provide for dynamic sharding, such as in an online gaming environment. The invention includes providing a shared data store including at least a table store adapted to store data representative of table state; creating a plurality of shards wherein each shard includes at least a floor manager system and a game system; presenting a plurality of tables to players via a lobby interface; and scaling a number of the plurality of shards to support a current number of players. Numerous additional aspects are disclosed.

    Abstract translation: 系统,方法和制品提供动态分片,例如在线游戏环境中。 本发明包括提供共享数据存储器,其至少包括适于存储代表表状态的数据的表存储器; 创建多个分片,其中每个分片至少包括楼层管理器系统和游戏系统; 通过大厅接口向玩家呈现多个表; 以及缩放所述多个分片中的多个以支持当前数量的玩家。 公开了许多附加方面。

    GAME MIGRATION
    7.
    发明申请
    GAME MIGRATION 审中-公开
    游戏移动

    公开(公告)号:WO2014031460A1

    公开(公告)日:2014-02-27

    申请号:PCT/US2013/055234

    申请日:2013-08-16

    Abstract: 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.

    Abstract translation: 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。

    ゲーム制御装置、ゲーム制御方法、プログラム、記録媒体、ゲームシステム
    8.
    发明申请
    ゲーム制御装置、ゲーム制御方法、プログラム、記録媒体、ゲームシステム 审中-公开
    游戏控制装置,游戏控制方法,程序,记录媒体和游戏系统

    公开(公告)号:WO2013111227A1

    公开(公告)日:2013-08-01

    申请号:PCT/JP2012/007566

    申请日:2012-11-26

    Abstract:  同時にログインしているユーザの数を実感することができるようにしたゲーム制御装置、ゲーム制御方法、プログラム、記録媒体、ゲームシステムが提供される。このゲーム制御装置は、ユーザによって操作される通信端末からのアクセスに応じて、通信端末によるゲームの実行を制御する。このゲーム制御装置は、ユユーザによる通信端末からのアクセスに関する情報を取得する取得手段と、取得手段が取得したアクセスに関する情報に基づいて、所定期間内にアクセスしているユーザ数を算出する算出手段と、算出手段によって算出されたユーザ数の値が大きいほど、ゲーム画像上においてゲームを実行中の第1のユーザが視認できる範囲を広くする表示制御手段とを備える。

    Abstract translation: 提供了一种游戏控制装置,游戏控制方法,程序和记录介质以及使玩家能够感觉到同时登录的用户的感觉的游戏系统。 游戏控制装置根据由用户操作的通信终端的访问来控制通信终端执行游戏。 该游戏控制装置设置有:获取装置,用于从用户获取有关通信终端的访问的信息; 计算装置,用于根据由所述获取装置获取的访问信息来计算在规定时段内访问的用户数量; 以及显示控制装置,用于扩大正在玩游戏的第一用户在游戏图像上可以看到由计算装置计算的用户数越多的区域。

    APPARATUS AND METHOD FOR IMPROVED PRESENTATION OF OBJECTS IN A DISTRIBUTED INTERACTIVE SIMULATION
    9.
    发明申请
    APPARATUS AND METHOD FOR IMPROVED PRESENTATION OF OBJECTS IN A DISTRIBUTED INTERACTIVE SIMULATION 审中-公开
    用于改进在分布式交互模拟中呈现对象的装置和方法

    公开(公告)号:WO2012151443A3

    公开(公告)日:2013-03-21

    申请号:PCT/US2012036394

    申请日:2012-05-03

    Abstract: Systems and methods for substantially contemporaneously presenting a distributed simulation at multiple computing devices. A first computing device controls an object in the simulation. A second computing device generates a visual representation of the object associated with a visual status. The second computing device generates a predicted status and receives an update including new status from the first computing device. A portion of the predicted status is set equal to a portion of the new status, and a discrepancy between the predicted and visual statuses is determined. When the discrepancy is greater than a first threshold, at least one velocity of the predicted status may be modified. When the discrepancy is greater than a second threshold, the visual status is modified based at least in part on the predicted status. A new visual representation of the object is rendered based at least in part on the visual status, and displayed.

    Abstract translation: 在多个计算设备上基本同时呈现分布式仿真的系统和方法。 第一计算设备控制模拟中的对象。 第二计算设备生成与视觉状态相关联的对象的视觉表示。 第二计算设备生成预测状态并从第一计算设备接收包括新状态的更新。 将预测状态的一部分设置为等于新状态的一部分,并且确定预测状态和视觉状态之间的差异。 当差异大于第一阈值时,可以修改预测状态的至少一个速度。 当差异大于第二阈值时,至少部分地基于预测状态修改视觉状态。 至少部分地基于视觉状态呈现对象的新的视觉表示并显示。

    METHOD AND SYSTEM FOR PROVIDING VIDEO GAME CONTENT
    10.
    发明申请
    METHOD AND SYSTEM FOR PROVIDING VIDEO GAME CONTENT 审中-公开
    用于提供视频游戏内容的方法和系统

    公开(公告)号:WO2012107739A2

    公开(公告)日:2012-08-16

    申请号:PCT/GB2012/050172

    申请日:2012-01-27

    Inventor: MUSTAFA, Zaid I

    Abstract: Methods of and apparatus for providing video game content to a user of a client device (2), the client device (2) being connected to a remote server (3) via a telecommunications network, a method comprising: storing video game background data at the client device (2); storing moving object data representative of one or more moving objects on the remote server (3); transmitting a signal from the client side (2), the signal comprising data relating to the output of video game content; streaming the moving object data from the remote server (3) to the client device (2) in response to receiving the signal; combining the moving object data and the background data to produce video game content comprising an image in which the one or more objects (50, 60, 250) move; and outputting the video game content to the user. Adverts can be streamed in addition, potentially targeted by means of a user profile.

    Abstract translation: 用于向客户端设备(2)的用户提供视频游戏内容的方法和设备,所述客户端设备(2)经由电信网络连接到远程服务器(3),方法 包括:在所述客户端设备(2)处存储视频游戏背景数据; 将表示一个或多个移动对象的移动对象数据存储在远程服务器(3)上; 从所述客户端(2)发送信号,所述信号包括与视频游戏内容的输出有关的数据; 响应于接收到信号而将来自远程服务器(3)的移动对象数据流式传输到客户端设备(2); 组合运动对象数据和背景数据以产生包括其中一个或多个对象(50,60,250)在其中移动的图像的视频游戏内容; 并将视频游戏内容输出给用户。 此外,广告还可以通过用户个人资料进行流式传输。

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