Patents
Literature
Patsnap Copilot is an intelligent assistant for R&D personnel, combined with Patent DNA, to facilitate innovative research.
Patsnap Copilot

112 results about "Educational game" patented technology

Method for dynamically adjusting an interactive application such as a videogame based on continuing assessments of user capability

A method of balancing a user's input to an interactive computer program with the program's output is obtained by continually measuring the difference between the user's input and the program's output and adjusting one or more parameters of the program's output so that the difference from the user's performance is progressively reduced. The adjustment may be obtained dynamically through negative feedback dampening of the measured difference (delta) between user input and program output, and/or by selection of predetermined apposite values for program output corresponding to the measurement of user input. The adjustment results in dynamic generation and/or selection of premodeled segments of interactive output in closer balance with user input. The adjustment method can be applied to video games, educational games, productivity programs, training programs, biofeedback programs, entertainment programs, and other interactive programs. In video games, the adjustment method results in balancing user performance with game difficulty for a more engaging game experience. It can also enable embedded advertising to be triggered when the user is in an optimum state of engagement. The adjustment method may be performed by projecting future trends of user performance, selecting predetermined or dynamically determined levels of value, modifying user control of input devices, or even modifying the program's challenges to user capability over time.
Owner:CONKWRIGHT GEORGE COLBY

Educational game for teaching chess through example

A chess-like game method and apparatus are disclosed. The game includes a gameboard (10) or gameboard representation having a central chess board (20) capable of occupation by two sets of chess pieces, one light and the other dark. A chess-move storage device stores representations of example moves by the chess pieces on the chess board (20). A randomizing means is utilized to introduce the element of chance and to assign a prediction regarding the type of chess piece which will be captured next according to the example moves. After this prediction is assigned, the example moves by the chess pieces result in a captured chess piece. If the captured chess piece matches the selected prediction, then the piece is scored. Otherwise, it is temporarily stored in a corral (40) or its equivalent for later scoring opportunities. The game is played by one or multiple players, depending on the chosen embodiment. In playing marker embodiments, playing markers (12) are driven around a game track (30) by dice, some having chess piece designations thereon. Chess dice (14) and chess symbol spots (34) function as part of the randomizing means for this embodiment. In a playing card embodiment, predictions are made by placing playing cards (100) that were drawn from a draw pile (102) on top of the nearest play pile (104). The randomizing means for this embodiment is playing cards (100). An efficient indexing system and chess-move storage device are disclosed for the playing marker and playing card embodiments. In addition to the software equivalents of the above embodiments, a similar software technique is disclosed that trains players to quickly visualize possible chess movements.
Owner:CARMICHAEL CRAIG G +1

Animation method and appratus for educational play

A play-oriented workstation is disclosed that has a worktable where an articulatable 2-D or 3-D character is placed among scenery items, an angularly displaceable positioning arm attached to the worktable, a digital camera pivotably attached to the positioning arm and streamlined control key functions that provide creative flexibility and functional transparency. The workstation selectably displays either a real-time video feed from the digital camera in the capture mode on a video screen or else, in the display mode, a stored image that is designated as the current image in response to actuation of a mode key. Pressing a capture/confirm key in the capture mode, captures and stores an image from the video feed as a current image in memory, and re-positioning the articulatable character each time the capture/confirm key is pressed stores images that can subsequently be retrieved as a temporal sequence of stored images as a movie in display mode. Pressing the play key in display mode alternately displays the stored sequence of stored images as a movie and pauses the movie at a new current image and pressing or holding left and right arrow keys changes the current image displayed by the video screen. Alternatively, after the delete key is pressed the arrow keys select whether one or more images will be deleted and the capture/confirm key enables the action selected by the delete key. Image sequences can be exported by the controller from working memory to portable storage such as SD/MMC cards. Sound effects and voice-overs can be imported from pre-recorded SD/MMC cards or recorded and exported to an SD/MMC card for archival storage and sound effect selector keys are provided for selecting individual sound effects.
Owner:JAZWARES
Who we serve
  • R&D Engineer
  • R&D Manager
  • IP Professional
Why Eureka
  • Industry Leading Data Capabilities
  • Powerful AI technology
  • Patent DNA Extraction
Social media
Try Eureka
PatSnap group products