Changing the response window of interactive content using user reaction time

By employing sensors to track player attention and reaction time, the game adjusts its mechanics to accommodate varying player proficiencies, ensuring a more enjoyable and inclusive experience.

JP7660697B2Active Publication Date: 2025-04-11SONY INTERACTIVE ENTERTAINMENT LLC
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Patent Information

Application Number
JP2023555390
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Priority Date
2021-03-12
Filing Date
2022-03-10
Publication Date
2025-04-11
Estimated Expiration
2042-03-10

AI Technical Summary

Technical Problem

In computer games, some players may have difficulty operating game controllers, leading to reduced game enjoyment due to varying levels of proficiency and reaction time.

Method used

The use of sensors such as gaze tracking, accelerometers, motion sensors, and muscle sensors to identify the timing gap between screen objects, user attention, and actions, allowing the game to adjust results and response windows to maintain an intended gaming experience.

Benefits of technology

This solution enables a more inclusive gaming experience by allowing players with slower reaction times to succeed by adjusting response windows, delaying damage, or enlarging hitboxes, thus enhancing player enjoyment and fidelity to the developer's vision.

✦ Generated by Eureka AI based on patent content.

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Abstract

Sensors, including eye-tracking sensors (212), accelerometers and other motion sensors (210), and muscle sensors (208), identify (302) the timing gap between an object of a computer game displayed on a screen, the user shifting attention to that object, and the user taking an action in response to that object. If the user's reaction time falls outside of an expected range, but the intent was correct, the game adjusts (312) the outcome to maintain the intended experience.
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Description

[Technical field]

[0001] The present application relates to technically original and unconventional solutions that are necessarily rooted in computer technology and provide concrete technical improvements. [Background technology]

[0002] As understood herein, in a computer game, a player's decisions must be determined by the game console via the player's input (usually button presses). As also understood herein, some players may have more difficulty operating a game controller than others, which may reduce their enjoyment of the game. Summary of the Invention

[0003] As further understood herein, sensors including eye tracking sensors, accelerometers and other motion sensors, and muscle sensors identify the timing gap between an object appearing on the screen, the user's shift of attention to that object, and the user's action in response to the object. If the user's reaction time is outside of the expected range but the intent was correct, the game adjusts the outcome to maintain the intended experience. An example includes identifying and responding to an enemy in a single-player shooter game. To maintain fidelity to the developer's vision for the experience, the response window is dynamically modified to allow the user more time to respond to in-game events and select the appropriate action. Damage from a strike may be delayed and nullified, enemy hit boxes may be enlarged, etc.

[0004] Thus, the device includes at least one computer memory including instructions executable by the at least one processor to receive from the sensor at least one indication of a non-transient signal and thus of attention of a player of the computer simulation. The instructions are executable to identify a timing gap at least in part based on the indication. Further, the instructions are executable to identify whether an input received from the player is a correct input, and in response to identifying the input as correct and based at least in part on the timing gap, modify an outcome of the computer simulation from a first outcome to a second outcome.

[0005] The sensors may include one or more of a camera, a motion sensor, or an electromyogram (EMG) sensor.

[0006] The outcome may be altered, at least in part, by modifying the response window to give the player more time to respond to an in-simulation event and select an action, or by delaying damage to the simulated character associated with the player, or by disabling damage to the simulated character associated with the player, or by expanding the hit area around the simulated character from a first area outside of which no hits are registered to a second area outside of which no hits are registered, the second area being larger than the first area and where hits are registered inside of the second area. Any combination of the above may be used.

[0007] In another aspect, an apparatus includes at least one processor configured with instructions for identifying whether a reaction time of a player of a computer simulation to an event of the computer simulation exceeds a certain period of time. The instructions are executable to identify whether the player's action is correct and to alter an outcome of the computer simulation in response to identifying that the player's action is correct and the reaction time exceeds a certain period of time. Further, the instructions are executable to not alter the outcome of the computer simulation in response to identifying that the player's action is incorrect and the reaction time exceeds a certain period of time. Similarly, the instructions are executable to not alter the outcome of the computer simulation in response to identifying that the player's action is correct and the reaction time does not exceed a certain period of time.

[0008] In another aspect, the method includes altering an outcome of the computer game in response to a correct user input and a reaction time delay having a relatively long first length, while the method also includes not altering the outcome of the computer game in response to an incorrect user input and a reaction time delay having the first length, and not altering the outcome of the computer game in response to a correct user input and a reaction time delay having a second length that is shorter than the first length.

[0009] The details of the present application, both as to its structure and operation, can best be understood in reference to the accompanying drawings, in which like reference numerals refer to like parts, and in which: [Brief description of the drawings]

[0010] [Figure 1] 1 is a block diagram of an exemplary system including an embodiment in accordance with the present principles; [Diagram 2] 1 illustrates an exemplary game system consistent with the present principles that may use or invoke any of the components of FIG. [Diagram 3]1 illustrates an exemplary overall logic in the form of an exemplary flow chart. [Figure 4] 1 illustrates an exemplary reconciliation logic in exemplary flow chart form. [Diagram 5] 13A-13C are schematic diagrams illustrating adjusting or nullifying attacks against a user's character. [Figure 6] 13A-13C are schematic diagrams illustrating the expansion of a hit zone around an enemy character. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0011] The present disclosure relates generally to computer ecosystems, including, but not limited to, aspects of consumer electronics (CE) device networks, such as computer gaming networks. The systems herein may include server and client components that may be connected through a network such that data may be exchanged between the client and server components. The client components may include one or more computing devices, including gaming consoles such as Sony PlayStation®, or gaming consoles made by Microsoft® or Nintendo® or other manufacturers, virtual reality (VR) headsets, augmented reality (AR) headsets, portable televisions (e.g., smart televisions, Internet-enabled televisions), portable computers such as laptops and tablet computers, and smartphones and other mobile devices, including additional examples described below. These client devices may operate in a variety of operating environments. For example, some of the client computers may employ, by way of example, the Linux® operating system, Microsoft® operating system, or Unix® operating system, or operating systems produced by Apple, Inc.® or Google®. These operating environments may be used to run one or more browsing programs, such as browsers created by Microsoft® or Google® or Mozilla®, or other browser programs that can access web sites hosted by the Internet servers discussed below. Also, operating environments according to the present principles may be used to run one or more computer game programs.

[0012] The server and / or gateway may include one or more processors that execute instructions that configure the server to receive and transmit data over a network such as the Internet. Alternatively, the clients and servers may be connected via a local intranet or a virtual private network. The server or controller may be instantiated by a gaming console such as a Sony PlayStation®, a personal computer, or the like.

[0013] Information can be exchanged between the clients and the servers over a network. For this purpose and for security, the servers and / or clients can include firewalls, load balancers, temporary storage, and proxies, as well as other network infrastructure for reliability and security. One or more servers can form an apparatus for implementing a method for providing a secure community, such as an online social website, for network members.

[0014] The processor may be a single-chip processor or a multi-chip processor capable of implementing logic through various lines, such as address lines, data lines and control lines, as well as registers and shift registers.

[0015] Components included in one embodiment may be used in other embodiments in any suitable combination. For example, any of the various components described herein and / or illustrated in the figures may be combined, interchanged, or excluded from other embodiments.

[0016] "A system having at least one of A, B, and C" (and similarly "a system having at least one of A, B, or C" and "a system having at least one of A, B, C") includes systems having A alone, B alone, C alone, A and B together, A and C together, B and C together, and / or A, B and C together, etc.

[0017] Referring now specifically to FIG. 1, an exemplary system 10 is shown that may include one or more of the exemplary devices described above and further below in accordance with the present principles. A first of the exemplary devices included in the system 10 is a consumer electronics (CE) device, such as an audio video device (AVD) 12, such as, but not limited to, an Internet-enabled TV with a TV tuner (equivalently, a set-top box that controls the TV). Alternatively, the AVD 12 may also be a computer-controlled Internet-enabled ("smart") phone, a tablet computer, a notebook computer, an HMD, a wearable computer-controlled device, a computer-controlled Internet-enabled music player, a computer-controlled Internet-enabled headphones, a computer-controlled Internet-enabled implantable device such as an implantable skin device, and the like. In any case, it should be understood that the AVD 12 is configured to implement the present principles (e.g., to communicate with other CE devices to implement the present principles, to execute the logic described herein, and to perform any other functions and / or operations described herein).

[0018] Thus, to implement such principles, the AVD 12 may be established by some or all of the components shown in FIG. 1. For example, the AVD 12 may include one or more displays 14, which may be implemented by a high-resolution flat screen or an ultra-high-resolution flat screen of "4K" or higher, and may be touch-enabled for receiving user input signals via touch on the display. The AVD 12 may include one or more speakers 16 for outputting audio in accordance with the principles of the present invention, and at least one additional input device 18, such as an audio receiver / microphone, for inputting audible commands to the AVD 12 to control the AVD 12. The exemplary AVD 12 may also include one or more network interfaces 20 for communicating over at least one network 22, such as the Internet, a WAN, a LAN, etc., under the control of one or more processors 24. A graphics processor 24A may also be included. The interface 20 may thus be, without limitation, a Wi-Fi transceiver, which is an example of a wireless computer network interface, such as, without limitation, a mesh network transceiver. It should be understood that processor 24 controls AVD 12, including the other elements of AVD 12 described herein, such as controlling display 14 to present images and receiving input therefrom, so as to implement the present principles. It should further be noted that network interface 20 may be a wired or wireless modem or router, or other suitable interface, such as a wireless telephony transceiver or Wi-Fi transceiver as discussed above.

[0019] In addition to the above, AVD 12 may also include one or more input ports 26, such as, for example, a High-Definition Multimedia Interface (HDMI®) port or a USB port for physically connecting to another CE device, and / or a headphone port for connecting headphones to AVD 12 to provide audio from AVD 12 to a user through the headphones. For example, input port 26 may be wired or wirelessly connected to a cable or satellite source 26a of audio-video content. Thus, source 26a may be a separate or integrated set-top box, or a satellite receiver. Alternatively, source 26a may be a game console or disc player containing content. When implemented as a game console, source 26a may include some or all of the components described below in connection with CE device 44.

[0020] AVD 12 may further include one or more computer memories 28, such as non-transitory, disk-based or solid-state storage devices, in some cases embodied in the AVD's chassis as a stand-alone device or as a personal video recording device (PVR), or as a video disk player or removable memory medium either inside or outside the AVD's chassis for playing AV programs. In some embodiments, AVD 12 may also include a position or location receiver, such as, but not limited to, a cellular receiver, a GPS receiver, and / or an altimeter 30, configured to receive geographic location information from a satellite or cellular base station, provide the information to processor 24, and / or determine the altitude at which AVD 12 is located in conjunction with processor 24. Component 30 may also be implemented by an inertial measurement unit (IMU), typically including a combination of accelerometers, gyroscopes, and magnetometers, to determine the position and orientation of AVD 12 in three dimensions.

[0021] Continuing with the description of the AVD 12, in one embodiment, the AVD 12 may include one or more cameras 32, which may be digital cameras such as thermal imaging cameras, webcams, and / or cameras integrated into the AVD 12 and controllable by the processor 24 to collect pictures / images and / or videos in accordance with the present principles. The AVD 12 may also include a Bluetooth transceiver 34 and other NFC elements 36 for communication with other devices using Bluetooth and / or Near Field Communication (NFC) technologies, respectively. An exemplary NFC element may be a Radio Frequency Identification (RFID) element.

[0022] Furthermore, the AVD 12 may include one or more auxiliary sensors 37 (e.g., motion sensors such as accelerometers, gyroscopes, cyclometers, or magnetic sensors, infrared (IR) sensors, optical sensors, speed and / or cadence sensors, gesture sensors (e.g., sensors for detecting gesture commands) that provide input to the processor 24. The AVD 12 may include an over-the-air television broadcast port 38 for receiving over-the-air (OTA) TV broadcasts that provide input to the processor 24. In addition to the above, it is noted that the AVD 12 may also include an infrared (IR) transmitter and / or an IR receiver and / or an IR transceiver 42, such as an Infrared Data Association (IRDA) device. A battery (not shown) may be provided to power the AVD 12, or may be a kinetic energy harvester that can convert kinetic energy into electricity to charge the battery and / or power the AVD 12.

[0023] With further reference to FIG. 1, in addition to the AVD 12, the system 10 may include one or more other CE device types. In one embodiment, the first CE device 44 may be a computer game console that may be used to transmit computer game audio and video to the AVD 12 via commands sent directly to the AVD 12 and / or through a server, as described below, while the second CE device 46 may include similar components as the first CE device 44. In the illustrated example, the second CE device 46 may be configured as a computer game controller operated by a player or a head mounted display (HMD) worn by a player 47. In the illustrated example, only two CE devices 44, 46 are shown, but it will be understood that fewer or more devices may be used. The devices herein may implement some or all of the components shown for the AVD 12. Any of the components shown in the following figures may incorporate some or all of the components shown for the AVD 12.

[0024] Referring now to the at least one server 50 described above, the server includes at least one server processor 52, at least one tangible computer-readable storage medium 54, such as a disk-based or solid-state storage device, and at least one network interface 56 that, under the control of the server processor 52, enables communication with other devices of FIG. 1 over the network 22, and may, in fact, facilitate communication between the server and client devices in accordance with the present principles. It should be noted that the network interface 56 may be, for example, a wired or wireless modem or router, a Wi-Fi® transceiver, or other suitable interface, such as, for example, a wireless telephony transceiver.

[0025] Thus, in some embodiments, server 50 may be an entire Internet server or server "farm" and may include "cloud" functionality and perform such functionality such that devices of system 10 may access the "cloud" environment via server 50, for example, in the exemplary embodiment of a network gaming application. Alternatively, server 50 may be implemented by one or more game consoles, or other computers, in the same room or nearby as the other devices shown in FIG.

[0026] Figure 2 shows that a player 200 can operate a computer simulation controller 202 to control a simulation console 204 to present a computer simulation, such as a computer game, on a display 206. The components shown in Figure 2 can include some or all of the components shown in Figure 1 and may be components of a PlayStation®.

[0027] The system shown in FIG. 2 may include one or more sensors for sensing the attention of the player 200. For example, the system may include one or more muscle sensors 208, such as an electromyography (EMG) sensor to sense the movement of the player's muscles. The system may include one or more motion sensors 210, such as an accelerometer, gyroscope, and magnetometer, to sense the movement of the controller 202. The system may include one or more cameras 212 to sense the direction in which the player's 200 eyes are looking. The system may include one or more button sensors 214 to sense which control is pressed on the controller. Although the motion sensor 210 is shown on the controller 202, it should be understood that it may be engaged with any suitable component shown herein, such as an HMD worn by the player 200. Although the camera 212 is shown on the console 204, it should be understood that it may be engaged with any suitable component shown herein, such as an HMD worn by the player 200 or a display 206.

[0028] Images from the camera 212 are transmitted to one or more processors in any of the devices herein, such as the console 204, which use eye-tracking image recognition to determine the direction of the player's 200 gaze from the camera images and which object in the computer game the player is looking at.

[0029] In other implementations, instead of or in addition to using an image of the player 200, the processor may determine that the player is hovering an on-screen cursor over an object of the computer game, for example with the game controller 202 (preferably without highlighting the hovered object). In either case, the signal used by the processor indicates the player's attention, but is not a computer game input signal, such as that input by the player pressing a key on a game controller.

[0030] Similarly, the processor may use signals from the motion sensor 210 and / or button sensor 214 to determine how and when the player 200 is moving and / or manipulating the controller 202. The system may also use the muscle sensor 208 and / or image recognition of the player 200 using images from the camera 212 to determine how and when the player 200 is acting.

[0031]

[0033] Referring now to Figure 3, beginning at block 300, a game event and its display time are identified. Typically, a game event requires or implies a response from the player that is input using the controller 202.

[0032] At block 302, a time when a player reacts to a game event is identified. The reaction may be identified based on a signal from any of the sensors described herein.

[0033] Proceeding to decision diamond 304, it is determined whether the player's response was correct. "Correctness" is determined in the context of the rules of the game implemented by the game developer and may be indicated in the game's metadata or elsewhere. For example, if the event of block 300 is the appearance of a monster, then the correct response from the player may be to have the player's character of the game shoot the monster.

[0034] If the player does not take the correct action, the logic may end at state 306 without changing any outcome of the game, for example by having a monster kill the player's character as intended by the game developer. On the other hand, if the player makes a correct response, the logic may proceed to decision diamond 308.

[0035] At decision diamond 308, it is determined whether the time period between when a game event is presented at block 300 and when the player responds to it at block 302 is excessive, such as exceeding a threshold time period. If not, the logic can end at state 310 without changing any outcome of the game, for example, by indicating that the player (who recalls being determined to have entered a correct response) killed the monster.

[0036] In contrast, if the player's reaction time is identified as both excessive (at decision diamond 308) and correct (at decision diamond 304), the logic may alter the outcome of the game at block 312. More specifically, a player who correctly inputs a response to an event presented at block 300, but is slow, may be able to mitigate the penalty for slowness that may be beyond the player's control by altering the path of the game. Note that the steps of Figure 3 may be interchanged. For example, decision diamond 308 may occur before decision diamond 304.

[0037] FIG. 4 further illustrates that if the player takes too long to respond at block 400 of FIG. 4 (but the response is correct), then at block 402 the response window for future events may be increased to allow the player more time to select an action in response to an event in the simulation. Additionally or alternatively, at block 404 the outcome of the game may be altered by delaying events that affect the simulation character, such as damage to the simulation character associated with the player, and / or by disabling events that affect the simulation character, such as damage to the simulation character associated with the player. Furthermore, at block 406 the outcome may be altered by expanding a hit region around the simulation character from a first region outside of which no hits are registered to a second region outside of which no hits are registered, the second region being larger than the first region and where hits are registered inside the second region.

[0038] FIG. 5 illustrates the principle of block 404 of FIG. 4, whereas FIG. 6 illustrates the principle of block 406 of FIG.

[0039] 5, a game character 500 associated with a player or user is being attacked in a computer simulation by an enemy character 502 wielding a weapon 504. The player may react correctly but too late to deflect the attack, in which case the game changes the player character 500 from being dead or severely incapacitated to suffering a minor injury, such as a physical wound, as shown at 506.

[0040] In Figure 6, an enemy character 600 in the simulation may be emulated as dying or being seriously injured if a player successfully attacks the character 600 within a relatively small hit zone 602. The player may have reacted correctly but was too late or too inaccurate to execute an attack within the hit zone 602, in which case the game is modified for future or current events by expanding the hit zone to a larger size 604 as shown in Figure 6.

[0041] The controller 202 of FIG. 2 can have variable difficulty settings that communicate with the simulation to change the state of the game. Essentially, the player's intent and decisions made are identified (e.g., by detecting muscle twitches using biometric sensors 208 or tracking gaze using camera 212, etc.) and the game is selectively altered accordingly. The computer simulation may or may not be a virtual reality (VR) simulation presented in the HMD 46 of FIG. 1. The player's attention can also be identified using game data, such as by knowing the aiming reticle / tracking enemy at the same rate, indicating that the player is clearly looking at the enemy. To force the player in the correct direction, a magnet can be provided that forces the player to transfer control to the controller 202. Force feedback can be used, such as to make the trigger harder if the correct response is "don't shoot" or to make the trigger softer if the correct response is "shoot."

[0042] Finger tracking on the controller can be used before pressing a button or moving a joystick to track the player's hand pose in real time as an indication of the correctness of a reaction or response. A see-through camera and / or capacitive sensors can be used for this purpose. The system transparently learns what the player's reaction time is, makes it part of the player's profile, and then adjusts the handicap it gives the player in future games based on that. Players may be matched with others who have similar reaction times for online games. Handicaps may vary based on the time of day, taking into account that players are more alert in the morning and therefore have shorter reaction times. Handicaps may also vary based on the length of time play has been done, as players may become fatigued after playing for a while. The current principles can also be used to train players by showing them the correct positions and responses their characters should take.

[0043] While the present principles have been described with reference to certain illustrative embodiments, it will be understood that these are not intended to be limiting and that a variety of alternative configurations may be used to implement the subject matter claimed herein.

Claims

1. A device, comprising: at least one computer memory containing instructions executable by at least one processor that are not transitory signals, said instructions comprising: receiving at least one indication of an attention of a player of the computer simulation from the sensor; determining, at least in part based on the indication, a timing gap that is a period of time between when the player is presented with an event and when the player reacts to the event; identifying whether the input received from the player is a correct input; responsive to identifying the input as correct and based at least in part on the timing gap, modifying a result of the computer simulation from a first result to a second result; The device is operable for:

2. The device of claim 1 , wherein the sensor includes at least one camera.

3. The device of claim 1 , wherein the sensor includes at least one motion sensor.

4. The device of claim 1 , wherein the sensors include at least one electromyography (EMG) sensor.

5. 13. The device of claim 1, wherein the instructions are executable to modify the outcome at least in part by changing a response window to allow the player more time to select an action in response to an event in the simulation.

6. The device of claim 1 , wherein the instructions are executable to alter the outcome at least in part by delaying an event that affects a simulation character associated with the player.

7. The device of claim 1 , wherein the instructions are executable to alter the outcome, at least in part, by overriding an event that affects a simulation character associated with the player.

8. 2. The device of claim 1, wherein the instructions are executable to at least partially modify the result by expanding a hit region around a simulated character from a first region outside of which no hits are registered to a second region outside of which no hits are registered, the second region being larger than the first region and hits being registered inside of the second region.

9. The device of claim 1 comprising the at least one processor.

10. The device of claim 1 , wherein the sensor is supported by a computer gaming headset wearable by the player.

11. The device of claim 1 , wherein the sensor is supported by a computer game console.

12. An apparatus comprising: at least one processor configured with instructions, the instructions comprising: identifying whether a reaction time of a player of the computer simulation to an event of the computer simulation exceeds a certain period of time; identifying whether the player's action is correct; altering an outcome of the computer simulation in response to identifying that the action of the player is correct and that the reaction time exceeds the period of time; not altering an outcome of the computer simulation in response to identifying that the action of the player is incorrect; and responsive to identifying said action of said player as correct and said reaction time not exceeding said period, not altering an outcome of said computer simulation; The apparatus is for carrying out the above.

13. The apparatus of claim 12 , wherein identifying whether a reaction time of a player of the computer simulation to an event in a computer simulation exceeds a period of time is based at least in part on a signal from at least one sensor.

14. The apparatus of claim 13 , wherein the sensor includes at least one camera.

15. The apparatus of claim 13 , wherein the sensor includes at least one motion sensor.

16. The apparatus of claim 13 , wherein the sensors include at least one electromyography (EMG) sensor.

17. 13. The apparatus of claim 12, wherein the instructions are executable to modify the outcome at least in part by modifying a response window to allow the player more time to select an action in response to an event in a simulation.

18. The apparatus of claim 12 , wherein the instructions are executable to modify the outcome, at least in part, by modifying damage to a simulation character associated with the player.

19. 13. The apparatus of claim 12, wherein the instructions are executable to at least partially modify the result by expanding a hit region around a simulated character from a first region outside of which no hits are registered to a second region outside of which no hits are registered, the second region being larger than the first region and hits being registered inside of the second region.

20. 1. A method comprising: the processor altering an outcome of the computer game in response to a correct user input and a reaction time delay having a first length; the processor does not alter an outcome of the computer game in response to incorrect user input; and the processor not altering an outcome of the computer game in response to a correct user input and a reaction time delay having a second length that is shorter than the first length; The method comprising:

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