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155 results about "Computer game" patented technology

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

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

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

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

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

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

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

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

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

Overfitting training sets of machine learning (ML) models for particular games and game scenes for encoding

Techniques are described for overtraining (e.g., 1002) an ML model over a plurality of game playing videos of individual scenes of a computer game to better configure the model to reconstruct or enhance portions of the computer game at a receiver when the computer game is received over a streamlined network. Individuals of a frame are assumed to be missing of reconstruction (904) of slices (810) such that the frames missing slices do not need to be fully discarded.
Owner:SONY INTERACTIVE ENTERTAINMENT LLC

Outputting braille or subtitles using computer game controller

To help a computer game player in understanding a computer game, upon pausing the game, visual subtitles may be presented. In addition, or alternatively, Braille representing subtitles may be output as a series of vibrations on a touch pad of the controller. When the person's finger reaches the edge of the touch pad, a new series of Braille subtitles may be presented. Depending on where the player is in reading the subtitles and how fast the player reads them, the game video may be slowed down from normal speed.
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 +3

Bounding box updating method and device, client and readable storage medium

This invention relates to the field of computer game technology, and provides a bounding box update method, apparatus, client, and readable storage medium. Applied to a client, the client includes multiple nodes organized in a tree structure, each node corresponding to a model, and each model having a bounding box representing the model's position information. The method includes: receiving an update command for updating the bounding box of a target node among the multiple nodes; based on the update command, obtaining parent nodes that have an update association with the target node; and adding the target node and its parent nodes to a pre-created queue for updating, so that the client updates the bounding boxes of the target node and its parent nodes in the queue when displaying a frame. This invention achieves synchronous updates of the bounding boxes of associated target nodes and their parent nodes, thereby achieving synchronous updates of the corresponding associated models and achieving the desired animation effect.
Owner:BEIJING PIXEL SOFTWARE TECH

Arcade-style game input device with angled active button pad

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. Active buttons are arranged on a pad that is angled up from bottom to top for comfort.
Owner:SONY INTERACTIVE ENTERTAINMENT LLC +6

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

Method for controlling at least one actuator of a motor vehicle, control device, and motor vehicle

The invention relates to a method for controlling at least one actuator device (28) of a motor vehicle (10), wherein a control device (12) detects a user (24) of the motor vehicle (10) (S1), detects at least one behavioral and / or body language parameter of the user (24) (S2), and assigns the at least one detected user (24) to one of several predetermined player categories based on the detected behavioral and / or body language parameter (S5).The control device (12) determines, based on the player category of the at least one detected user (24), a set of actuator parameters assigned to the user-specific player category for at least one actuator unit (28) of the motor vehicle (10) (S6), generates an actuator signal (S7) describing the determined set of actuator parameters when it detects that a computer game is being started in the motor vehicle (10), and transmits the generated actuator signal to the at least one actuator unit (28) (S8). The invention also relates to the control device (12) and the motor vehicle (10).
Owner:AUDI AG

Detecting the onset of motion sickness using game console camera

Images from a camera such as on a computer game console or other device 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

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

Augmented reality game and software for it

System (1) for playing an augmented reality (AR) game, comprising an image capture unit (5) for capturing images of a player's (4) environment, a data processing unit (2) for calculating the computer game including its AR content as a superimposition of the captured images with virtual content (6), and data glasses (3) for displaying the calculated AR content, characterized in that the system (1) also includes at least one trampoline (7) which can be used by the player (4) wearing the data glasses (3) for the purpose of and during playing the AR game, so that the changes in position resulting from its use, accompanied by a change in the visual impressions of the player (4), can be detected by means of the image capture unit (5), superimposed with virtual content (6) by the data processing unit (2), and reproduced by means of the data glasses (3).
Owner:BURY PATRIK

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