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328 results about "Computer game" patented technology

Passport system and method for enabling interoperable settings for interactive online platforms

A user's settings including privacy settings in a computer game system are recorded in a digital passport and mapped to settings in third party interactive online services to seamlessly achieve the same level of privacy protection and other personal settings throughout other interactive online services as the user has already established in a computer game account. Any exceptions to establishing the passport settings can be surfaced so the user can decide whether to proceed with engagement of a third party interactive online service.
Owner:SONY INTERACTIVE ENTERTAINMENT LLC

Generating event commentary in videos using ai models

Disclosed are apparatuses, systems, and techniques for automatically generating commentary to videos that capture sporting activities, computer games, artistic events, political rallies, security-sensitive scenes, and / or any other actions. The techniques include processing a video segment that includes a plurality of video frames, to obtain a description of one or more objects pictured in the video segment and generating, using the obtained description, a prompt for a language model (LM). The techniques further include causing the LM to process the prompt to generate a commentary about an action performed by the one or more objects over a time interval associated with the plurality of video frames.
Owner:NVIDIA CORP

Using Game Metadata to Animate User-Generated Object in Video Game

A technique for generating, from a video from a computer game, a three-dimensional (3D) representation of space in which Gaussians represent objects in the video. Metadata from the game can be used in creating the 3D representation. User-input content such as a hand-drawn game path is inserted into the 3D representation of space and aligned and scaled. The opacity of the Gaussians in the 3D representation of space is then set to zero such that Gaussians representing objects in the video are transparent and only one or more portions of the user-input content are not transparent. The 3D representation of space is then combined with the video so that the user-input content is presented with the video and animated according to the metadata.
Owner:SONY INTERACTIVE ENTERTAINMENT LLC

Use of biometric signal to trigger recording of computer game clip

When a gamer's sensed heart rate or other biometric indicator indicates that the gamer is excited or otherwise that an interesting part of a computer game is commanding the gamer's attention, a clip of the game is automatically recorded. A heat map of heart rate may be presented to the gamer showing the gamer his reactions as he moves around the game space. Also, a specific heart rate capture mechanism on a game controller is presented.
Owner:SONY INTERACTIVE ENTERTAINMENT LLC

Transforming computer game audio using impulse response of a virtual 3D space generated by NeRF input to a convolutional reverberation engine

A 3D neural radiance field (NeRF) is used to generate an impulse response (IR) characterization, which can then be input to a convolutional reverberation engine to create an audio experience that reflects the in-game world on a 2.0 stereo speaker system. The NeRF recreates a background geometry and the impulse response of a virtual 3D space generated using NeRF is input to the convolutional reverberation engine to transform game sounds / music to appear as though they are occurring inside the 3D space of the game. The same may be done for the player's real-world space in which the virtual IR and real IR are blended together in real-time, and the real-life player tracked as he moves around the room to create audio as it would sound were the player moving through the virtual space while adjusting for the acoustics of the real space.
Owner:SONY INTERACTIVE ENTERTAINMENT LLC

Detecting onset of motion sickness in virtual reality (VR)

Detecting Onset of Motion Sickness in Virtual Reality (VR) Signals from a motion sensor on a head-mounted device (HMD) used by a player of a computer game are analyzed to determine whether motion of the player such as sway may resemble a precursor motion pattern to motion sickness, so that the player may be advised accordingly before the symptoms of motion sickness manifest themselves.
Owner:SONY INTERACTIVE ENTERTAINMENT LLC

Timed input / action release

A machine learning-based model or other system is configured to release user commands to a computer game at a time when the command correctly aligns with what is going on in the computer game. As such, the command might be predicted and released before the user input action is completed, or might be delayed after completion and processing until a later time when the command is most appropriate for release.
Owner:SONY INTERACTIVE ENTERTAINMENT LLC

Gesture to button sequence as macro

A machine learning-based model is configured to make inferences about computer game actions to execute based on dynamic, varying player gestures and to translate those game actions into input sequence macros. In some instances, the button sequence mapping for the macros can even dynamically change based on game state so that different macros for the same computer game action might be inferred by the model depending on game state.
Owner:SONY INTERACTIVE ENTERTAINMENT LLC

Auto haptics

A machine learning (ML) model is used to automatically generate haptics signals to actuate a haptics generator in a computer game controller. The haptics signal is generated based on audio from the game input to the ML model. Current controller operation and other parameters also may be input to the M model to modify the haptics signal. Category importance and frequency may be applied to the loss function of the ML model to further refine haptics generation. Post-filtering may be used to reduce false positives. Game genre may be used to reduce the number of candidate haptics signals for generation.
Owner:SONY INTERACTIVE ENTERTAINMENT LLC

System and method of motor task skill assessment

A system and method may adjust the evaluation of input signals from an input device used by a game player, based on performance or motor acuity. A relationship or mapping between computer input device input and movement within a virtual environment may be adjusted based on the performance metric. An embodiment may measure or calculate a performance metric or motor acuity in a person playing a computer game by determining, for different target types, speed of the player and one of precision, accuracy and variability of the player; and determining motor acuity based on the relationship between speed of the player and the precision, accuracy or variability. The calculation may be using a statistical analysis; and may be by creating a best-fit line in a comparison of speed and variability; and transforming the best-fit line to a curve in a comparison of player speed and player precision.
Owner:STATE SPACE LABS INC

Extracting game metadata to apply to volumetric representations of objects

A technique for generating, from a video from a computer game, a three-dimensional (3D) representation of space. Metadata from the game is used in creating the 3D representation. User-input content such as a hand-drawn game path is inserted into the 3D representation of space and aligned and scaled. The opacity of the Gaussians in the 3D representation of space is then set to zero such that Gaussians representing objects in the video are transparent and only one or more portions of the user-input content are not transparent. The 3D representation of space is then combined with the video so that the user-input content is presented with the video. When the user-input content is a mesh, the texture and / or topology of the mesh can be altered according to the metadata. When the volumetric representations are Gaussians or NeRFs, the user-input content can be converted to match the type of representation.
Owner:SONY INTERACTIVE ENTERTAINMENT LLC

Decoding regions of interest in computer game video first while concealing missing parts using multiple decoders

Techniques are described for reducing latency in computer game network streaming by using plural encoders and decoders, with one encoder-decoder pair being used for regions of interest (ROI) in the video and being given priority in transmitting and rendering over background video that is processed by another encoder / decoder pair.
Owner:SONY INTERACTIVE ENTERTAINMENT LLC

Eye tracking for accessibility and visibility of critical elements as well as performance enhancements

A map of a person's spatial vision abilities, including areas of low acuity and areas of high acuity, may be generated from medical records or from a calibration phase. During presentation of a computer simulation such as a computer game, the map is provided to a foveated renderer to optimize which areas should be rendered most crisply. Content placement may be optimized to ensure that any critical elements to the game, for instance, any text that needs to be seen or treasures or special pickups that need to be seen clearly can be moved into regions of the player's field of view that the person has higher acuity in.
Owner:SONY INTERACTIVE ENTERTAINMENT LLC

Inference window for gesture input

A system is configured to determine a window of time during which to execute a particular gesture or voice command to a computer game. The system otherwise does not execute the command outside the window of time, helping to reduce false positives from unintended input.
Owner:SONY INTERACTIVE ENTERTAINMENT LLC

Using gaussian representations of objects in computer game to insert user-generated content into game

A technique for generating, from a video from a computer game, a three-dimensional (3D) representation of space in which Gaussians represent objects in the video. Metadata from the game can be used in creating the 3D representation. User-input content such as a hand-drawn game path is inserted into the 3D representation of space and aligned and scaled. The opacity of the Gaussians in the 3D representation of space is then set to zero such that Gaussians representing objects in the video are transparent and only one or more portions of the user-input content are not transparent. The 3D representation of space is then combined with the video so that the user-input content is presented with the video.
Owner:SONY INTERACTIVE ENTERTAINMENT LLC

Multitrack container for sound effect rendering

Computer game sound effects (SFX) are provided to customers in a container that includes not only the audio file (such as a .wav file) of the SFX but also the information underlying the SFX, so that the customer can alter the SFX at run time or offline without having to purchase a new sound or go back to the sound provider to ask them to make the desired changes.
Owner:SONY INTERACTIVE ENTERTAINMENT LLC

Detecting onset of motion sickness in virtual reality (VR)

Images of a player of a computer game are analyzed to determine whether motion of the player such as sway may resemble a precursor motion pattern to motion sickness, so that the player may be advised accordingly before the symptoms of motion sickness manifest themselves.
Owner:SONY INTERACTIVE ENTERTAINMENT LLC

Nemesis characters, nemesis forts, social vendettas and followers in computer games

Methods for managing non-player characters and power centers in a computer game are based on character hierarchies and individualized correspondences between each character's traits or rank and events that involve other non-player characters or objects. Players may share power centers, character hierarchies, non-player characters, and related quests involving the shared objects with other players playing separate and unrelated game instances over a computer network, with the outcome of the quests reflected in different the games. Various configurations of game machines are used to implement the methods.
Owner:WARNER BROS ENTERTAINMENT INC

Machine narration

A technique for generating and inserting voice narration about action in audio-video (AV) content such as a movie or computer game includes generating the narration, e.g., from dialog in the AV content, and determining how and when to insert portions of the narration into the AV content so as not to interfere with dialog in the content.
Owner:SONY INTERACTIVE ENTERTAINMENT LLC

Multi-modal computer game feedback using conversational digital assistant

PCT designated stage expiredWO2025029389A2Biological modelsVideo gamesElectronic systemsGame player
An electronic system is configured to use a tailored large language model (740) to process natural language spoken (720) by a computer gamer during gameplay. Non-verbal output can then be provided (750) in response, where the non-verbal output may be visual, tactile, and / or audible. As examples, the non-verbal output may respond to a request from the user, may acknowledge that the natural language is being processed, and / or may indicate that a requested action has been registered for execution in the future.
Owner:SONY INTERACTIVE ENTERTAINMENT LLC +1

Information processing apparatus, information processing method, and program

To enhance a player's desire to challenge various tasks in a computer game.SOLUTION: A game server controls the progress of two kinds of quests of an S quest belonging to an S group and an N quest belonging to an N group. When the N quest is played, the magic power value is given, and the play of the S quest is permitted by consuming the magic power value. In addition, a physical strength value may be given when the S quest is played, and the play of the N quest may be permitted by consuming the physical strength value.SELECTED DRAWING: Figure 4
Owner:MIXI INC

Smooth Switchover of Computer Game Control

Techniques are described for smooth switchover of computer game control. The current states of game input is communicated to a new player assuming control. The new player is allowed time to catch up to the game. New player control is detected, and any errors are communicated to the new player. If there are differences between the old control scheme and that of the new player, they are reconciled. The outgoing player is adjusted to the transition.
Owner:SONY INTERACTIVE ENTERTAINMENT LLC

Machine Learning-Based Gaming Platform Messaging Risk Management Using Gamer Behavior

A machine learning (ML) model (200) is used to identify spam messages and spammers in a computer game setting based on learned gamer behavior. An evaluator module (500, 502) receives a score(s) from the ML model indicating whether a particular message is spam or other undesirable, and if the score meets a threshold, passes the message to a punishment module (412) to determine whether to warn, suspend, or ban the sending account.
Owner:SONY INTERACTIVE ENTERTAINMENT LLC

Arcade-style game input device with digital lever

A wireless computer game controller has an arcade-style lever for controlling action in a computer game as well as action buttons reflecting contemporary game controllers and control buttons for controlling device operation. Digital signals are generated from manipulation of the lever.
Owner:SONY INTERACTIVE ENTERTAINMENT LLC +6

Techniques for assisted gameplay using geometric features

The techniques described herein include using a system for enabling assisted gameplay in a computer game using real-time detection of predefined scene features and mapping of the detected features to recommended actions. For example, the system may generate a scanning query (e.g., a segment cast) toward a target area within a virtual scene, determine a geometric feature based on the scanning query, determine a scene feature based on the geometric feature, determine an action associated with the scene feature, and control an avatar based on the action. Examples of scene features that may have mappings to recommended actions include obstacles within a predicted trajectory of the avatar and transitions in the ground level of the virtual scene.
Owner:ELECTRONIC ARTS INC