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744 results about "Video game" patented technology

A video game is an electronic game that involves interaction with a user interface to generate visual feedback on a two- or three-dimensional video display device such as a touchscreen, virtual reality headset or monitor/TV set.Since the 1980s, video games have become an increasingly important part of the entertainment industry, and whether they are also a form of art is a matter of dispute.

Virtual Game Controller

PendingUS20250153045A1Video gamesJoystickVirtual game
A game controller can provide input to a video game played on a mobile computing device. Some games require a touch input on the touch screen of a mobile computing device, but a game controller may not have its own touch screen to receive and provide the required touch input. The game controller can be manually configured by a user of the game controller to convert an actuation of a control surface (e.g., a button, joystick, etc.) of the game controller to a touch screen input. However, this can be a very cumbersome and frustrating process for the user and has several limitations. The embodiments described herein can overcome this problem by providing a map that is automatically configured, without user configuration, to convert an input representing an actuation of the control surface into a touch screen input.
Owner:BACKBONE LABS INC

Custom TouchSync Editor for a Game Controller

A game controller can provide input to a video game played on a mobile computing device. Some games require a touch input on the touch screen of a mobile computing device, but a game controller may not have its own touch screen to receive and provide the required touch input. The game controller can be manually configured by a user of the game controller to convert an actuation of a control surface (e.g., a button, joystick, etc.) of the game controller to a touch screen input.
Owner:BACKBONE LABS INC

Systems and methods for displaying custom-built layouts on a second screen device that has been converted to a video game controller

The disclosed computer-implemented methods and systems cause a second screen device to display custom-built layouts once the second screen device has been converted to a video game controller. For example, the disclosed methods and system convert the second screen device to a video game controller for a video game being supported by a digital content system and displayed on a separate first screen device. In response to detecting a trigger event, the disclosed methods and systems replace a standard layout on the second screen device with a custom-built layout. Where the standard layout is limited to standard video game controls at standard positions, the custom-built layout includes any type combination of customized video game controls, colors, graphics, animations, and so forth. Various other methods, systems, and computer-readable media are also disclosed.
Owner:NETFLIX INC

Generating facial animation data from speech audio

This specification provides a system comprising: or more computing devices; and one or more storage devices communicatively coupled to the one or more computing devices. The one or more storage devices store instructions that, when executed by the one or more computing devices, cause the one or more computing devices to perform operations comprising: receiving input data derived from speech audio; generating facial animation data, comprising processing the input data and a conditioning input using a machine-learned generative model; generating further animation data, comprising processing the input data using a further machine-learned generative model; and generating animation data for at least a face in a video game using the facial animation data and the further animation data, wherein the animation data animates at least the face in the video game in accordance with speech sounds of the speech audio.
Owner:ELECTRONIC ARTS INC

Systems and methods of processing player interactions in a multiplayer virtual game space

A computer system is provided that enables players to play an online multiplayer game. When collisions are detected in the game, energy objects are created. These objects may be acquired by players during the game to increase a special ability meter. Activation of the special ability meter allows players to be provided with one or more benefits during the multiplayer video game. In some examples, the benefit may include moving a player object to a second track within the multiplayer racing game.
Owner:NINTENDO CO LTD

Video game integration of cryptographically secured digital assets

A method of integrating a cryptographic digital asset into a digital software application, includes receiving a digital asset identification (ID) code, the digital asset ID code existing together with a unique owner ID code on a distributed blockchain ledger. The digital asset ID code represents the cryptographic digital asset, and the cryptographic digital asset comprises a plurality of attributes. A virtual object is then represented on the display via the digital software application. The virtual object has an appearance that is based on the plurality of attributes of the cryptographic digital asset, and the virtual object includes a plurality of object attributes. The method further includes modifying at least one of the object attributes according to an aspect of the digital software application or interaction between the character avatar and the virtual object and representing a modified virtual object on the display via the digital software application.
Owner:NIKE INC

Robust speech audio generation for video games

This specification describes a computer-implemented method of training a machine-learned speech audio generation system for use in video games. The training comprises: receiving one or more training examples. Each training example comprises: (i) ground-truth acoustic features for speech audio, (ii) speech content data representing speech content of the speech audio, and (iii) a ground-truth speaker identifier for a speaker of the speech audio. Parameters of the machine-learned speech audio generation system are updated to: (i) minimize a measure of difference between the predicted acoustic features of a training example and the corresponding ground-truth acoustic features of the training example, (ii) maximize a measure of difference between the first speaker classification for the training example and the corresponding ground-truth speaker identifier of the training example, and (iii) minimize a measure of difference between the second speaker classification for the training example and the corresponding ground-truth speaker identifier of the training example.
Owner:ELECTRONIC ARTS INC

Machine learning for video game help sessions

The disclosed concepts relate to training a machine learning model to provide help sessions during a video game. For instance, prior video game data from help sessions provided by human users can be filtered to obtain training data. Then, a machine learning model can be trained using approaches such as imitation learning, reinforcement learning, and / or tuning of a generative model to perform help sessions. Then, the trained machine learning model can be employed at inference time to provide help sessions to video game players.
Owner:MICROSOFT TECHNOLOGY LICENSING LLC

Annotating player or spectator sentiment for video game fragment generation

A system includes a game recorder that records a first session of a video game, the first session including game state data generated by processing player input data by a video game processor, an input processor that identifies a location within the video game at which interest of one or more players or spectators exceeds a predetermined threshold, a trained machine learning model that determines a sentiment of the one or more players or spectators at the location based on live game feedback, and a storage device that associates an annotation of the sentiment with the game state data at the location within the video game.
Owner:SONY INTERACTIVE ENTERTAINMENT LLC

Machine based narration for a scene of a video game

A method for generating broadcasts including receiving game state data and user data of players participating in a gaming session of a video game. A spectator zone-of-interest in the gaming session is identified having a scene of a virtual gaming world that is viewable from camera perspectives in the virtual gaming world. Statistics and facts are generated for the gaming session based on the game state data and the user data using a first AI model trained to isolate game state data and user data that are of interest by spectators. Narration is generated for the scene using a second AI model configured to select statistics and facts from the statistics and facts generated using the first AI model, the selected statistics and facts having a highest potential spectator interest as determined by the second AI model configured to generate the narration using the selected statistics and facts.
Owner:SONY INTERACTIVE ENTERTAINMENT LLC

Detecting triggering conditions for video game help sessions

The disclosed concepts relate to automatically identifying conditions in a video game to trigger a help session. When a help session is triggered, another video game player or machine learning model can temporarily take over for the current video game player until an ending condition is reached. Help session triggering can be designated by evaluation of prior gameplay data of other video game players to identify in-game conditions that may tend to cause user disengagement, such as in-game conditions that are associated with difficult in-game goals or negative in-game consequences.
Owner:MICROSOFT TECHNOLOGY LICENSING LLC

Context aware ai nonplayer characters for video game interactivity

A method for generating nonplayer characters that are context aware in video games includes executing a video game to enable gameplay using a player character controlled by a player. The gameplay produces game state data. During execution of the video game, scene interactivity data is identified from the game state data. The scene interactivity data is filtered based on filtering settings, with the filtering being configured to identify target interactivity data that is processed to generate context aware logic. The context aware logic is applied to a nonplayer character (NPC) that is associated with a current scene of gameplay. The context aware logic transforms the behavior of the NPC to be contextually interactive with the player character during the gameplay by the player. A method for generating a nonplayer character for a video game also is described.
Owner:SONY INTERACTIVE ENTERTAINMENT LLC

Mobile game controller and method for connecting to a wireless audio device

A game controller can provide input to a video game (e.g., to control an object or character in the video game) and, optionally, to interact with a graphical user interface (e.g., to select the video game and / or perform other functions). The game controller can be connected with a mobile computing device, such as a mobile phone, and the game can be played locally on the mobile computing device or remotely via the mobile computing device. In one embodiment discussed herein, a platform-customized mobile game controller is provided. In another embodiment discussed herein, a mobile game controller and method are provided for connecting to a wireless audio device.
Owner:BACKBONE LABS INC

State management for video game help sessions

The disclosed concepts relate to providing help sessions for video game players. For instance, a help session starting state can be obtained from a video game session by a particular video game player. The help session starting state can be loaded into a help session. During the help session, inputs received from a client device of a video game helper can be directed to the help session. After the help session, an updated help session state can be obtained. In some cases, the particular video game player can choose to accept the updated help session state and proceed with video game play from that state. In other cases, the particular video game player can choose to reject that state and return back to the help session starting state.
Owner:MICROSOFT TECHNOLOGY LICENSING LLC

Social networked gaming mercenary

Systems and methods for enhancing a first user's video gaming experience by enabling a second user to join as a mercenary. The systems and methods comprise transmitting an invitation to the second user to join the first user's gaming session, and receiving an acceptance from the second user. The systems and methods then include determining whether a current point in the first user's gaming session corresponds to an insertion point for the second user to be added. In response, the systems and method modify the gaming session to be a multiplayer gaming session and add the second user. The systems and methods then identify an end trigger point in the modified gaming session, and responsively remove the second user from the modified gaming session and revert the gaming session back to a single player mode.
Owner:ADEIA GUIDES INC

Age-sensitive implementation of video game help sessions

The disclosed concepts relate to managing help sessions within a video game based on age information associated with a video game player. For example, systems and associated methods scan perform age-based restriction of a help session using a variety of techniques. For instance, automated helpers can be selected for help sessions involving children, or messaging between a human helper and a child can be restricted using a range of communication techniques described herein.
Owner:MICROSOFT TECHNOLOGY LICENSING LLC

AI Generated Ghost Player

Methods and systems are provided for providing a player with assistance during gameplay of a video game is provided. The method includes executing a video game for a game session. The player controls a player character during the game session. The method includes detecting selection of ghost assistance for the game session. The method includes linking or connecting the game session to an assistance artificial intelligence (AI) engine. The assistance AI engine operates to provide ghost assistance to the player in accordance with a mode setting. The ghost assistance is provided via a ghost character. The method includes rendering, during the game session, the ghost character performing interactive actions in the game. The interactive actions are generated responsive to control inputs generated by the assistance AI engine. The interactive actions by the ghost character are configured to progress the ghost character along an interactive path of the game.
Owner:SONY INTERACTIVE ENTERTAINMENT LLC

Data processing apparatus and method

A data processing apparatus comprising circuitry configured to: obtain video game data from a video game application indicating an in-game situation; obtain data indicating a predicted in-game action of a first user in response to the in-game situation, the data indicating the predicted in-game action of the first user being based on past video game data and past in-game actions of one or more second users; determine, based on a recorded input from the first user, whether or not the predicted in-game action is instructed by the first user; and based on the determination, perform a reconfiguration process for reconfiguring a required input for the first user for instructing the predicted in-game action.
Owner:SONY INTERACTIVE ENTERTAINMENT LLC

Restricting video game help sessions

The disclosed concepts relate to managing help sessions in video games. A system or method receives control inputs from a helper during a help session in a video game. The system or method obtains a game state of the video game and determines whether to provide the control inputs to the video game based on the game state. In at least one instance, the system or method at least temporarily prevents the video game from receiving a particular control input.
Owner:MICROSOFT TECHNOLOGY LICENSING LLC

User sentiment detection to identify user impairment during game play providing for automatic generation or modification of in-game effects

A method including executing game logic of a video game to generate a plurality of video frames for a game play of the video game by a player, wherein game state data is generated during the executing the game logic. The method including determining a current context in the game play of the video game based on the game state data. The method including determining a user sentiment of the player towards the current context in the game play of the video game. The method including determining that the user sentiment of the player is inconsistent with an expected user sentiment for the current context. The method including generating an in-game effect for the current context. The method including presenting the in-game effect simultaneous with one or more video frames associated with the current context in the game play of the video game.
Owner:SONY INTERACTIVE ENTERTAINMENT LLC

Systems and methods of processing player interactions in a multiplayer virtual game space

A computer system is provided that enables players to play an online multiplayer game. When collisions are detected in the game, energy objects are created. These objects may be acquired by players during the game to increase a special ability meter. Activation of the special ability meter allows players to be provided with one or more benefits during the multiplayer video game. In some examples, the benefit may include moving a player object to a second track within the multiplayer racing game.
Owner:NINTENDO CO LTD

Context-aware model generating method and important event determining method in e-sports game, and in-game context management server performing the same methods

Provided are a context-aware model generating method, an important event determining method, and an in-game context management server for performing the same methods. The context-aware model generating method includes generating a context-aware model which determines whether an important event of a video game occurs by using in-game data, utterance data, and chat data collected from the video game capable of being broadcasted as a sports game video. The important event determining method includes combining candidate events predictable from each of the in-game data, the utterance data, and the chat data based on the context-aware model, and determining, as an important event, a candidate event including a duplicate game content among candidate events.
Owner:ELECTRONICS & TELECOMM RES INST

Apparatus and method for interactive platform access authorization

In an embodiment, a system for interactive platform access authorization is presented. The system may include a camera operable to obtain image data of a user. The system may include a processor in communication with the camera. The processor may be configured to receive the image data from the camera. The processor may be configured to extract facial features from the image data using a facial recognition process. The processor may be configured to determine an age estimation of a user based on the facial features. The processor may be configured to compare the age estimation to an age gate. The processor may be configured to authorize the user to engage with a video game based on the comparison.
Owner:KIDENTIFY PTE LTD

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

Systems and methods to integrate visual and audio representations of real-world users into existing media content

The objective is to provide a secure electronic online system featuring technology that enables users to utilize deepfake and voice-changing technology. This technology allows for the replacement of the original cast's face, color, figure, voice, accent, or language in movies, television series, reality shows, animations, music videos, and video games with their own, celebrities', or other individuals' features. The system is designed to integrate seamlessly with various streaming services and platforms for the purpose of selecting and modifying movies, television series, reality shows, animations, music videos, and video games.
Owner:FARD SHAY SHABNAM

Handheld video game console mounting method and assembly thereof

A handheld video game console securing device that includes a first connecting structure and a second connecting structure connected together by a resiliently stretchable. Each of the connecting structures includes a snap-in connecting arrangement that permits a user to snap each connecting structure into or onto a corresponding receiving portion on opposite sides of a handheld video game console where wireless controllers would usually be connected.
Owner:WESTON BRITTNI

Method and system for protecting players from visual game cheating based on machine learning

The invention provides a method and a system for protecting a player from cheating by an automatic visual sighting device in a video game. The method comprises the following steps: acquiring each frame of the video game; superposing a pre-generated universal defense disturbance on each obtained frame, and presenting the frame superposed with the universal defense disturbance to a player of the video game; wherein the universal defense disturbance superimposed on each frame is visually invisible to a player of the video game, and an object detection model in a visual automatic sighting device during running of the video game cannot recognize a target object, so that the automatic sighting function of the visual automatic sighting device fails. According to the scheme, the automatic visual sighting device cannot accurately recognize the game target, so that the completeness of the game is ensured, legal game playing methods are not influenced, and the automatic visual sighting device can be effectively expanded in different game settings and player groups and can adapt to the dynamic characteristics of the game environment.
Owner:THE UNIVERSITY OF HONG KONG

Intelligent system for creating and streaming content

An intelligent personal computing and communications system including a system processor; a natural language processor operationally coupled to the system processor and implemented with software stored on a tangible medium and executed by said processor; and a user interface operationally coupled to the natural language processor for inputting requests to the natural language processor; whereby the natural language processor makes a video or a video game, activates a video game, purchases customized products, creates targeted advertisements or serves as a virtual companion.
Owner:GALYNSKY LOUIS +1

Video game testing and gameplay feedback using eye tracking

A device may as implemented by an interactive computing system configured with specific computer-executable instructions, capturing one or more image frames of a video game, receiving, from one or more sensors, eye tracking information associated with a user playing the video game, associating the eye tracking information with the one or more image frames, identifying at least a first frame based at least in part on the eye tracking information, identifying at least one feature of interest within the first frame based on the eye tracking information, and outputting an indication associated with the at least one feature of interest.
Owner:ELECTRONIC ARTS INC

LLM-based audio surfacing of personalized game recommendations

Artificial intelligence (AI) models are disclosed to generate unique, personalized podcasts that include recommendations of other games that a particular gamer might want to play. The podcasts can present the recommendations in a voice of a video game character of a video game already played by the respective gamer.
Owner:SONY INTERACTIVE ENTERTAINMENT LLC