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103 results about "Computer game" patented technology

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

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

PCT designated stageWO2026019585A1Video gamesJoystickHuman–computer interaction
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

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

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

mouse (gun type)

1. Name of the design product: mouse (gun type). 2. Use of the design product: used for computer game mouse device. 3. Design points of the design product: in shape. 4. Picture or photo that best shows the design points: perspective view 1. 5. The left view is embodied in perspective view 1, and the left view is omitted.
Owner:叶尔达那叶尔波力

Identifying game video highlights

ActiveUS12594504B2Video gamesHigh heart rateEngineering
A computer game as presented from spectator side may use clusters of marginally high heart rate to infer something interesting occurring on platform, which may be used in turn for video bookmarking highlights, other uses on the platform.
Owner:SONY INTERACTIVE ENTERTAINMENT LLC

Blockchain gaming system

A block chain system allows mining for new valid values in a system such as a computer game or computer-based trading card system. Instead of each new value being added to the block chain being equivalent, each new value is one of a plurality of possible choices.
Owner:SONY INTERACTIVE ENTERTAINMENT LLC

A 3D engine super-large scene dynamic loading efficiency optimization method and system

PendingCN122331984AVideo memoryShard
This invention discloses a method and system for optimizing the dynamic loading efficiency of ultra-large scenes in 3D engines, belonging to the field of computer game design technology. It aims to solve problems such as high computational overhead, resource lag, and fragmented video memory in existing scene loading methods. The method includes: constructing a dynamic sparse octree index to achieve ordered spatial data organization; predicting future positions based on viewpoint motion vectors and constructing pre-loaded view frustums; establishing a multi-threaded asynchronous I / O scheduling mechanism to read and convert data in parallel according to priority; implementing video memory pooling management and reference counting strategies to achieve resource reclamation and reuse by page blocks; and using a time-weighted linear interpolation algorithm to achieve smooth switching between multiple levels of detail. The system includes corresponding index construction, state prediction, streaming scheduling, pooling management, and dynamic update modules. Through the above solutions, this invention significantly improves the real-time performance of data loading and hardware utilization, effectively eliminating screen stuttering, white models, and visual jump phenomena.
Owner:CHENGDU TIME RACING TECHNOLOGY CO LTD

A game robot training method and device

The application discloses a game robot training method and device. The game robot training method comprises the following steps: acquiring a plurality of groups of game state information of a current game situation of a game robot to be trained; performing feature extraction processing on each group of game state information to obtain an embedding vector corresponding to each group of game state information; performing feature fusion processing on the embedding vectors corresponding to the plurality of groups of game state information respectively to obtain a fused embedding vector; performing reinforcement learning based on the fused embedding vector to obtain a behavior strategy of the game robot; acquiring a reward signal of the game robot based on an execution result of the game robot after the behavior strategy is executed; and training the game robot based on the reward signal and the game state information. The method solves the problem of low decision-making capability of a game robot in a computer game.
Owner:NETEASE (HANGZHOU) NETWORK CO LTD