[Problem] The objective of the present invention is to provide a new game system that uses non-fungible tokens. [Solution] This game system has a first exchange and a second exchange, each of which can sell NFTs. On the basis of a sell instruction from a user, the first exchange accepts a sell request for an NFT related to content. A withdrawal request for the first sell request is accepted on the basis of a sell request withdrawal instruction, allowing the sell instruction to be withdrawn. If a sell request for the NFT is accepted at the second exchange on the basis of a second sell instruction from the user, and the NFT is sold, an object that can be used in a video game is granted.
A63F 13/79 - Aspects de sécurité ou de gestion du jeu incluant des données sur les joueurs, p. ex. leurs identités, leurs comptes, leurs préférences ou leurs historiques de jeu
A63F 13/69 - Création ou modification du contenu du jeu avant ou pendant l’exécution du programme de jeu, p. ex. au moyen d’outils spécialement adaptés au développement du jeu ou d’un éditeur de niveau intégré au jeu en permettant l'utilisation ou la mise à jour d'éléments spécifiques du jeu, p. ex. déblocage d’options, d’éléments, de niveaux ou de versions cachés
G06Q 40/04 - TransactionsOpérations boursières, p. ex. actions, marchandises, produits dérivés ou change de devises
2.
NON-TRANSITORY COMPUTER READABLE MEDIUM, COMPUTER DEVICE, AND METHOD
Some embodiments of the disclosure provide a non-transitory computer-readable medium having recorded thereon a program to be executed in a computer device having a vibration mechanism for generating vibration or in a computer device connected to a vibration device having the vibration mechanism in a wireless or wired manner is provided. The program causes the computer device to perform: calculating a movement vector indicating a movement direction of a moving object or a user's operation point when the moving object or the user's operation point moves on at least one surface of a virtual object; and generating vibration information for controlling an operation of the vibration mechanism, based on a normal vector of the at least one surface located on a movement path of the moving object or the user's operation point and the movement vector, when the moving object or the user's operation point moves along the movement path.
A63F 13/285 - Génération de signaux de retour tactiles via le dispositif d’entrée du jeu, p. ex. retour de force
A63F 13/211 - Dispositions d'entrée pour les dispositifs de jeu vidéo caractérisées par leurs capteurs, leurs finalités ou leurs types utilisant des capteurs d’inertie, p. ex. des accéléromètres ou des gyroscopes
3.
GAME SYSTEM AND NON-TRANSITORY COMPUTER-READABLE MEDIUM INCLUDING VIDEO GAME PROCESSING PROGRAM
One or more embodiments of the disclosure provide a game system including: a terminal device configured to execute a video game including content used in the video game; and a server device connected to the terminal device via a communication network and configured to control progress of the video game. The game system further includes a processor configured to: issue a non-fungible token (NFT) corresponding to the content in a blockchain network with a user as an owner within a range of an upper limit number; acquire information for specifying a remaining number of NFTs corresponding to the same type of content in the blockchain network; and change at least a part of a status associated with the content according to the remaining number.
A63F 13/77 - Aspects de sécurité ou de gestion du jeu incluant les données relatives aux dispositifs ou aux serveurs de jeu, p. ex. données de configuration, version du logiciel ou quantité de mémoire
Game system including terminal device operated by user, web server device, and management server device, wherein the management server device and/or the terminal device may be connected to a distributed ledger network, the web server device includes a display mode changing unit configured to change a display mode of web content included in a service to be provided by an operation of a user, the management server apparatus includes an appending unit configured to append a non-substitution token (hereinafter, referred to as NFT) to a user when a predetermined appending condition including a condition related to the display mode is satisfied.
A63F 13/79 - Aspects de sécurité ou de gestion du jeu incluant des données sur les joueurs, p. ex. leurs identités, leurs comptes, leurs préférences ou leurs historiques de jeu
A63F 13/44 - Traitement des signaux de commande d’entrée des dispositifs de jeu vidéo, p. ex. les signaux générés par le joueur ou dérivés de l’environnement incluant la durée ou la synchronisation des opérations, p. ex. l’exécution d’une action dans une certaine fenêtre temporelle
5.
OBJECT DISPLAY PROGRAM, OBJECT DISPLAY SYSTEM, AND OBJECT DISPLAY METHOD
[Problem] To suppress flickering originating from an occlusion function, using a simple method. [Solution] This object display program causes a computer to achieve: an offsetting function for offsetting a virtual object in a predetermined axial direction from an object in a real space, in accordance with coordinates of a viewpoint relative to the virtual object in the axial direction; and a display function for displaying the offset virtual object in an overlapping manner in the real space.
09 - Appareils et instruments scientifiques et électriques
16 - Papier, carton et produits en ces matières
25 - Vêtements; chaussures; chapellerie
41 - Éducation, divertissements, activités sportives et culturelles
Produits et services
Computer games software; computer games; video games; video
games software; games for mobile phones; computer games
software supplied on line by means of multi-media electronic
broadcast or network transmission; publications in
electronic form or other data provided by means of
multi-media electronic broadcast or network transmission;
pre-recorded disks and tapes and online downloadable
software bearing computer games, video games, feature film
entertainment or other electronic publications. Educational and training materials; computer game strategy
guides; stationery; comics; comic books and cartoons;
printed matter, stationery, stickers, sticker books, books,
magazines and periodicals, news sheets, newsletters,
photographs, postcards and posters; comics, comic books, and
cartoons. Clothing, footwear and headgear. Entertainment services; online entertainment services;
online computer game services; computer game services
provided remotely by means of the internet; publishing;
television entertainment services; entertainment by film;
television and cinematographic production services;
scriptwriting services; online entertainment services;
computer games provided online; publishing services;
information and advisory services in the field of
entertainment, computer games and publishing; music
publishing.
7.
NON-TRANSITORY COMPUTER-READABLE MEDIUM AND SYSTEM FOR CONTENT MODIFICATION DETERMINATION
One or more embodiments of the disclosure provide a non-transitory computer readable medium comprising a program that, when executed, causes a server to perform: displaying automatically generated content; converting at least a portion of the automatically generated content into information (hereinafter, this is referred to as “determination information”) used to determine whether the content has been modified; generating a determination image from the determination information; and displaying the determination image together with the content.
One or more embodiments of the disclosure provide a non-transitory computer-readable medium storing a video game processing program that, when, executed, causes a server to perform: controlling progress of a video game; displaying a game screen based on a progress status of the video game; extracting a description of a term corresponding to the progress status of the video game from a predetermined storage area based on information different from text displayed on the game screen; and providing the extracted description of the term to a player.
A63F 13/537 - Commande des signaux de sortie en fonction de la progression du jeu incluant des informations visuelles supplémentaires fournies à la scène de jeu, p. ex. en surimpression pour simuler un affichage tête haute [HUD] ou pour afficher une visée laser dans un jeu de tir utilisant des indicateurs, p. ex. en montrant l’état physique d’un personnage de jeu sur l’écran
One or more embodiments of the disclosure provide a non-transitory computer-readable medium storing an information processing program that, when executed, causes a server to perform: generating a display image by rendering a three-dimensional virtual space in which at least one or more three-dimensional models are arranged at a viewpoint of a virtual camera; determining a target object from the three-dimensional models; rendering only the target object at the viewpoint of the virtual camera to convert the target object into two-dimensional image data; generating a plurality of dot pictures by making an inside of each dot uniform color information based on a predetermined rule, wherein the two-dimensional image data relating to the target object includes a plurality of neighboring pixels as one dot; and displaying the dot pictures instead of the three-dimensional models of the target object in the three-dimensional virtual space by setting a billboard as an image attachable area which always faces the virtual camera in the three-dimensional virtual space with respect to a position where the target object is arranged in the three-dimensional virtual space and by attaching the dot pictures to the billboard.
G06T 17/00 - Modélisation tridimensionnelle [3D] pour infographie
H04N 13/279 - Générateurs de signaux d’images à partir de modèles 3D d’objets, p. ex. des signaux d’images stéréoscopiques générés par ordinateur les positions des points de vue virtuels étant choisies par les spectateurs ou déterminées par suivi
10.
NON-TRANSITORY COMPUTER-READABLE MEDIUM AND VIDEO GAME PROCESSING SYSTEM
One or more embodiments of the disclosure provide a non-transitory computer-readable medium storing a video game processing program that, when executed, causes a server to perform: specifying one or more terms that satisfy a search target condition in accordance with a progress of a video game from among a plurality of terms that appear in the video game; deciding search information based on an operation of a player; selecting a predetermined number of terms from among the specified one or more terms based on the search information; and displaying the selected predetermined number of terms.
A63F 13/53 - Commande des signaux de sortie en fonction de la progression du jeu incluant des informations visuelles supplémentaires fournies à la scène de jeu, p. ex. en surimpression pour simuler un affichage tête haute [HUD] ou pour afficher une visée laser dans un jeu de tir
A63F 13/69 - Création ou modification du contenu du jeu avant ou pendant l’exécution du programme de jeu, p. ex. au moyen d’outils spécialement adaptés au développement du jeu ou d’un éditeur de niveau intégré au jeu en permettant l'utilisation ou la mise à jour d'éléments spécifiques du jeu, p. ex. déblocage d’options, d’éléments, de niveaux ou de versions cachés
G06F 16/435 - Filtrage basé sur des données supplémentaires, p. ex. sur des profils d'utilisateurs ou de groupes
According to one or more embodiments, a system that enables a user to easily perceive states of off-chain and on-chain content is provided. Content managed on-chain and content managed off-chain are displayed on one screen. The system includes a terminal apparatus and a server apparatus capable of communicating with a distributed ledger network and provides a service including content. The ownership of the content is recordable in the distributed ledger network. The content is stored in a storage device of the server apparatus or recorded on a distributed ledger in the distributed ledger network. The system acquires information about the stored content, acquires information about the recorded content, and displays on-chain information and off-chain information of the content designated from a user on a content moving screen on the terminal apparatus.
G06Q 20/12 - Architectures de paiement spécialement adaptées aux systèmes de commerce électronique
A63F 13/79 - Aspects de sécurité ou de gestion du jeu incluant des données sur les joueurs, p. ex. leurs identités, leurs comptes, leurs préférences ou leurs historiques de jeu
G06F 21/10 - Protection de programmes ou contenus distribués, p. ex. vente ou concession de licence de matériel soumis à droit de reproduction
13.
GAME SYSTEM AND NON-TRANSITORY COMPUTER-READABLE MEDIUM INCLUDING VIDEO GAME PROCESSING PROGRAM
A game system includes a game terminal device that executes a video game including one or more contents used in the game, and a server device that is connected to the game terminal device via a communication network and controls progress of the video game. The game system includes an issuer for issuing a non-fungible token (NFT) corresponding to the content in a blockchain network, with a user who is an acquirer of the content as an owner, an acquirer for acquiring transaction information of secondary distribution for each NFT corresponding to the content in the blockchain network, and a granter for granting an in-game privilege to a user of the video game in a case where a granting condition related to the transaction information is satisfied.
G06Q 20/36 - Architectures, schémas ou protocoles de paiement caractérisés par l'emploi de dispositifs spécifiques utilisant des portefeuilles électroniques ou coffres-forts électroniques
14.
SOURCE DATA MANAGEMENT PROGRAM, SOURCE DATA MANAGEMENT SYSTEM, AND SOURCE DATA MANAGEMENT METHOD
Non-transitory computer-readable media, systems, and methods are disclosed for source data management. An example non-transitory computer-readable medium stores a source data management program including instructions, when executed by one or more processors, causes a computer to perform operations including: assigning source data based on a token corresponding to a user; and assigning an award to the user based on the source data.
A63F 13/79 - Aspects de sécurité ou de gestion du jeu incluant des données sur les joueurs, p. ex. leurs identités, leurs comptes, leurs préférences ou leurs historiques de jeu
H04L 9/00 - Dispositions pour les communications secrètes ou protégéesProtocoles réseaux de sécurité
15.
TOKEN MANAGEMENT PROGRAM, TOKEN MANAGEMENT SYSTEM, AND TOKEN MANAGEMENT METHOD
Non-transitory computer-readable media, systems, and methods are disclosed for a token management. An example non-transitory computer-readable medium stores a token management program including instructions, when executed by one or more processors, causes a computer to perform instructions including: combining a first object corresponding to a first token and a second object corresponding to a second token through superimposition; and generating a third token according to the combination.
09 - Appareils et instruments scientifiques et électriques
16 - Papier, carton et produits en ces matières
25 - Vêtements; chaussures; chapellerie
41 - Éducation, divertissements, activités sportives et culturelles
Produits et services
(1) Computer games software; computer games; video games; video games software; games for mobile phones; computer games software supplied on line by means of multi-media electronic broadcast or network transmission; publications in electronic form or other data provided by means of multi-media electronic broadcast or network transmission; pre-recorded disks and tapes and online downloadable software bearing computer games, video games, feature film entertainment or other electronic publications.
(2) Educational and training materials; computer game strategy guides; stationery; comics; comic books and cartoons; printed matter, stationery, stickers, sticker books, books, magazines and periodicals, news sheets, newsletters, photographs, postcards and posters; comics, comic books, and cartoons.
(3) Clothing, footwear and headgear. (1) Entertainment services; online entertainment services; online computer game services; computer game services provided remotely by means of the internet; publishing; television entertainment services; entertainment by film; television and cinematographic production services; scriptwriting services; online entertainment services; computer games provided online; publishing services; information and advisory services in the field of entertainment, computer games and publishing; music publishing.
09 - Appareils et instruments scientifiques et électriques
16 - Papier, carton et produits en ces matières
25 - Vêtements; chaussures; chapellerie
41 - Éducation, divertissements, activités sportives et culturelles
Produits et services
Computer games software; computer games; video games; video games software; games for mobile phones; computer games software supplied on line by means of multi-media electronic broadcast or network transmission; publications in electronic form or other data provided by means of multi-media electronic broadcast or network transmission; pre-recorded disks and tapes and online downloadable software bearing computer games, video games, feature film entertainment or other electronic publications. Educational and training materials; computer game strategy guides; stationery; comics; comic books and cartoons; printed matter, stationery, stickers, sticker books, books, magazines and periodicals, news sheets, newsletters, photographs, postcards and posters; comics, comic books, and cartoons. Clothing, footwear and headgear. Entertainment services; online entertainment services; online computer game services; computer game services provided remotely by means of the internet; publishing; television entertainment services; entertainment by film; television and cinematographic production services; scriptwriting services; computer games provided online; publishing services; information and advisory services in the field of entertainment, computer games and publishing; music publishing.
09 - Appareils et instruments scientifiques et électriques
16 - Papier, carton et produits en ces matières
41 - Éducation, divertissements, activités sportives et culturelles
Produits et services
Clothing, namely, pants, shorts; shirts, T-shirts, sweatshirts, sweaters, polo-shirts; casual and leisure jackets; socks, underwear, swimwear, nightwear; belts; footwear, and headgear, namely, hats and caps Downloadable and recorded computer games software; computer games, namely, downloadable and recorded computer game programs; video games, namely, downloadable and recorded video games software; downloadable and recorded games for mobile phones; downloadable computer games software supplied online by means of multi-media electronic broadcast or network transmission; publications in electronic form or other data provided by means of multi-media electronic broadcast or network transmission; pre-recorded disks and tapes and online downloadable software bearing computer games, video games, feature film entertainment or other electronic publications. Printed educational materials in the field of computer games; Printed training materials in the field of computer games; printed computer game strategy guides; Printed stationery; Printed comics; Printed comic books and cartoons; printed matter, namely, stationery, stickers, sticker books, books, magazines and periodicals, news sheets, newsletters, photographs, postcards and posters, comics, comic books, and cartoons. Entertainment services, namely, providing on-line computer games; online entertainment services, namely, providing on-line computer games; online computer game services; computer game services provided remotely by means of the internet; publishing of books, magazines and electronic publications in the field of computer games; television entertainment services in the nature of television programs and television in the field of action/adventure; entertainment by film; television and cinematographic production services; scriptwriting services for non-advertising purposes; publishing services; information and advisory services in the field of entertainment, computer games and publishing; music publishing.
19.
COMPUTER-READABLE RECORDING MEDIUM, COMPUTER APPARATUS AND METHOD
An object is to provide a new program with a higher level of satisfaction while increasing a player's freedom for provided content.
An object is to provide a new program with a higher level of satisfaction while increasing a player's freedom for provided content.
An example content providing program determines whether or not information received from a user is similar to a predetermined character string corresponding to progress information and progresses the content in a case where it is determined that the information is similar to the predetermined character string.
A63F 13/45 - Commande de la progression du jeu vidéo
A63F 13/5375 - Commande des signaux de sortie en fonction de la progression du jeu incluant des informations visuelles supplémentaires fournies à la scène de jeu, p. ex. en surimpression pour simuler un affichage tête haute [HUD] ou pour afficher une visée laser dans un jeu de tir utilisant des indicateurs, p. ex. en montrant l’état physique d’un personnage de jeu sur l’écran pour suggérer graphiquement ou textuellement une action, p. ex. en affichant une flèche indiquant un tournant dans un jeu de conduite
According to one or more embodiments, a non-transitory computer-readable medium including a program that, when executed, causes a server to perform functions including: converting a first text into a voice feature amount by inputting the first text into a learned conversion model, wherein the first text is in a different language from a predetermined language, the learned conversion model is pre-learned to convert a second text in the predetermined language into a voice feature amount, and synthesizing a voice from the converted voice feature amount.
G10L 13/02 - Procédés d'élaboration de parole synthétiqueSynthétiseurs de parole
G10L 13/08 - Analyse de texte ou génération de paramètres pour la synthèse de la parole à partir de texte, p. ex. conversion graphème-phonème, génération de prosodie ou détermination de l'intonation ou de l'accent tonique
09 - Appareils et instruments scientifiques et électriques
Produits et services
Retail store services, wholesale store services, online retail store services and online wholesale store services, all featuring mascot dolls and cuddly toys; retail store services, wholesale store services, online retail store services and online wholesale store services, all featuring toy figures, model toy figures, and accessories therefor Toys, namely, fantasy character toys and collectible toy figures; dolls; action figure toys and accessories for action figure toys; character toy figures; toy figures and accessories for toy figures; toy play figures and accessories for toy play figures; scale model play figures; cardboard action figure toys
In an information processing apparatus, position information is obtained with respect to each of a plurality of players, a group made up of the plurality of players is created, and event data of a game event that can be played by the group, the event data including one or a plurality of individual conditions to be satisfied by a player, is generated based on the position information of the players.
A63F 13/216 - Dispositions d'entrée pour les dispositifs de jeu vidéo caractérisées par leurs capteurs, leurs finalités ou leurs types utilisant des informations géographiques, p. ex. la localisation du dispositif de jeu ou du joueur par GPS
A63F 13/44 - Traitement des signaux de commande d’entrée des dispositifs de jeu vidéo, p. ex. les signaux générés par le joueur ou dérivés de l’environnement incluant la durée ou la synchronisation des opérations, p. ex. l’exécution d’une action dans une certaine fenêtre temporelle
A63F 13/45 - Commande de la progression du jeu vidéo
A63F 13/69 - Création ou modification du contenu du jeu avant ou pendant l’exécution du programme de jeu, p. ex. au moyen d’outils spécialement adaptés au développement du jeu ou d’un éditeur de niveau intégré au jeu en permettant l'utilisation ou la mise à jour d'éléments spécifiques du jeu, p. ex. déblocage d’options, d’éléments, de niveaux ou de versions cachés
A63F 13/847 - Jeux coopératifs, p. ex. nécessitant des actions coordonnées de plusieurs joueurs pour atteindre un objectif commun
23.
MODEL LEARNING SYSTEM, MODEL LEARNING METHOD, A NON-TRANSITORY COMPUTER-READABLE RECORDING MEDIUM, AN ANIMATION GENERATION SYSTEM, AND AN ANIMATION GENERATION METHOD
Embodiments of the present disclosure provide methods, systems and non-transitory computer readable media of performing voice model learning and rig model learning. The voice model learning includes extracting an acoustic feature value by executing predetermined acoustic signal processing with respect to voice data including human voice and extracting a voice feature value by executing first transformation processing with respect to first input information including the extracted acoustic feature value. The rig model learning includes extracting a frame feature value by executing second transformation processing with respect to second input information including the extracted voice feature value and outputting character control information for controlling a character from the extracted frame feature value.
A computer is caused to execute: acquiring the log; generating a natural sentence based on the acquired log; and generating story content to be appreciated by a user by arranging the generated natural sentence and one or a plurality of game-related contents that are related to the log.
A63F 13/60 - Création ou modification du contenu du jeu avant ou pendant l’exécution du programme de jeu, p. ex. au moyen d’outils spécialement adaptés au développement du jeu ou d’un éditeur de niveau intégré au jeu
A63F 13/45 - Commande de la progression du jeu vidéo
A63F 13/54 - Commande des signaux de sortie en fonction de la progression du jeu incluant des signaux acoustiques, p. ex. pour simuler le bruit d’un moteur en fonction des tours par minute [RPM] dans un jeu de conduite ou la réverbération contre un mur virtuel
A highly expressive image is output based on an input image. A style transfer program causes a processor to implement a distance estimation function of estimating a distance to a target included in an image, a region defining function of demarcating one or more regions from the image based on the estimated distance, and a style transfer function of performing a style transfer to the regions in the image.
A bubble creation method to be implemented by a server controls a progress of a video game. The bubble creation method includes a calculation formula specifying portion that is configured to specify one or more calculation formulas, and a bubble creation portion that is configured to create a bubble having an appearance defined by the calculation formula. The calculation formula has variables. The bubble creation portion creates a bubble whose appearance changes in accordance with a change of a value of the variable.
A63F 13/57 - Simulations de propriétés, de comportement ou de déplacement d’objets dans le jeu, p. ex. calcul de l’effort supporté par un pneu dans un jeu de course automobile
An inspection program causes a server to implement an image acquisition function to acquire an image, a determination function to determine whether or not the initial object is a genuine object based on at least a portion of a first object included in the image or at least a portion of a second object pertaining to the first object, and a certificate issuance function to issue an NFT certificate corresponding to the first object if the first object is determined to be a genuine object.
G06Q 30/018 - Certification d’entreprises ou de produits
G06Q 30/0207 - Remises ou incitations, p. ex. coupons ou rabais
A63F 13/73 - Autorisation des programmes ou des dispositifs de jeu, p. ex. vérification de l’authenticité
A63F 13/79 - Aspects de sécurité ou de gestion du jeu incluant des données sur les joueurs, p. ex. leurs identités, leurs comptes, leurs préférences ou leurs historiques de jeu
28.
POINT MANAGEMENT PROGRAM, POINT MANAGEMENT SYSTEM, AND POINT MANAGEMENT METHOD
[Object] Usage of token is expanded and user satisfaction is improved.
[Object] Usage of token is expanded and user satisfaction is improved.
[Solution] A point management program causes a computer to implement a point accumulation function of accumulating points associated with a token corresponding to a user, according to a predetermined condition.
G06Q 20/36 - Architectures, schémas ou protocoles de paiement caractérisés par l'emploi de dispositifs spécifiques utilisant des portefeuilles électroniques ou coffres-forts électroniques
29.
Scene entity processing using flattened list of sub-items in computer game
Embodiments relate to storing hierarchically structured sub-items of scene entities in a flattened list of sub-items and performing time-constrained tasks on the sub-items in the flattened list. By storing the sub-items in the flattened list, an approximate time for processing the sub-items can be estimated more accurately, and therefore, reduces the likelihood of making overly conservative estimate of time for processing the sub-items. One or more sub-items of updated scene entities are extracted by a plurality of collectors that are executed in parallel to store the one or more sub-items in the flattened list. The sub-items are then accessed by multiple tasks executed in parallel to determine priority information associated with inclusion and rendering in subsequent frames. Sub-items with higher priority according to the priority information is given higher priority for retrieving from secondary memory and saving in primary memory.
A non-transitory computer-readable medium including a video game processing program for causing a server to perform functions to determine an influence area of an object on a character is provided. The functions includes: a registering function configured to register influence area information in advance, a relationship between a plurality of unit areas around an object when a character is connected to the object and a structural model constituting the character being set for each of the unit areas in the influence area information for each combination of the character and the object; and an outputting function configured to output, in a case where a certain combination of a character and an object is specified, influence area information corresponding to the certain combination.
A63F 13/577 - Simulations de propriétés, de comportement ou de déplacement d’objets dans le jeu, p. ex. calcul de l’effort supporté par un pneu dans un jeu de course automobile utilisant la détermination de la zone de contact entre les personnages ou les objets du jeu, p. ex. pour éviter une collision entre des voitures de course virtuelles
A63F 13/58 - Commande des personnages ou des objets du jeu en fonction de la progression du jeu en calculant l’état des personnages du jeu, p. ex. niveau de vigueur, de force, de motivation ou d’énergie
A method of operating a computer for carrying out a video game, a computer- readable storage medium and a video game apparatus for a video game. The method includes maintaining a gaming environment in a non-transitory memory, the gaming environment defining an autonomous agent and a behavioral model associated with the agent. The method also includes implementing a gaming session of the video game during which the agent carries out actions in accordance with the behavioral model. The method also includes implementing a coaching session of the video game by receiving instructions from a player of the video game, the instructions indicative of a gameplay action to be performed by the agent in the gaming environment. The method also includes implementing the coaching session of the video game by receiving contextual feedback from the player regarding said gameplay action. The method also includes implementing the coaching session of the video game by adapting the behavioral model based on the instructions and the contextual feedback.
A63F 13/67 - Création ou modification du contenu du jeu avant ou pendant l’exécution du programme de jeu, p. ex. au moyen d’outils spécialement adaptés au développement du jeu ou d’un éditeur de niveau intégré au jeu en s’adaptant à ou par apprentissage des actions de joueurs, p. ex. modification du niveau de compétences ou stockage de séquences de combats réussies en vue de leur réutilisation
A63F 13/45 - Commande de la progression du jeu vidéo
A63F 13/55 - Commande des personnages ou des objets du jeu en fonction de la progression du jeu
A method of operating a computer for carrying out a video game, a computer-readable storage medium and a video game apparatus for a video game. The method includes maintaining a gaming environment in a non-transitory memory, the gaming environment defining an autonomous agent and a behavioral model associated with the agent. The method also includes implementing a gaming session of the video game during which the agent carries out actions in accordance with the behavioral model. The method also includes implementing a coaching session of the video game by receiving instructions from a player of the video game, the instructions indicative of a gameplay action to be performed by the agent in the gaming environment. The method also includes implementing the coaching session of the video game by receiving contextual feedback from the player regarding said gameplay action. The method also includes implementing the coaching session of the video game.
A63F 13/5375 - Commande des signaux de sortie en fonction de la progression du jeu incluant des informations visuelles supplémentaires fournies à la scène de jeu, p. ex. en surimpression pour simuler un affichage tête haute [HUD] ou pour afficher une visée laser dans un jeu de tir utilisant des indicateurs, p. ex. en montrant l’état physique d’un personnage de jeu sur l’écran pour suggérer graphiquement ou textuellement une action, p. ex. en affichant une flèche indiquant un tournant dans un jeu de conduite
A63F 13/533 - Commande des signaux de sortie en fonction de la progression du jeu incluant des informations visuelles supplémentaires fournies à la scène de jeu, p. ex. en surimpression pour simuler un affichage tête haute [HUD] ou pour afficher une visée laser dans un jeu de tir pour inciter une interaction avec le joueur, p. ex. en affichant le menu d’un jeu
A63F 13/79 - Aspects de sécurité ou de gestion du jeu incluant des données sur les joueurs, p. ex. leurs identités, leurs comptes, leurs préférences ou leurs historiques de jeu
According to one or more embodiments, a non-transitory computer readable medium storing a program which, when executed, causes a computer to perform processing comprising acquiring image data, applying style transfer to the image data a plurality of times based on one or more style images, and outputting data after the style transfer is applied.
A computer-implemented method, gaming device and computer-readable medium for an Augmented Reality (AR) application. The method includes maintaining an AR gaming environment during a gaming session. The method also includes receiving image data representing a real-world scene including one or more real-world objects. The method also includes detecting in the image data at least one real-world object from a set of detectable real-world objects. The method further includes upon detection of the at least one real-world object in the image data, generating at least one virtual character in the AR gaming environment, the at least one virtual character having an association with the at least one real-world object.
A63F 13/53 - Commande des signaux de sortie en fonction de la progression du jeu incluant des informations visuelles supplémentaires fournies à la scène de jeu, p. ex. en surimpression pour simuler un affichage tête haute [HUD] ou pour afficher une visée laser dans un jeu de tir
A63F 13/56 - Calcul des mouvements des personnages du jeu relativement à d’autres personnages du jeu, à d’autres objets ou d'autres éléments de la scène du jeu, p. ex. pour simuler le comportement d’un groupe de soldats virtuels ou pour l’orientation d’un personnage
A63F 13/65 - Création ou modification du contenu du jeu avant ou pendant l’exécution du programme de jeu, p. ex. au moyen d’outils spécialement adaptés au développement du jeu ou d’un éditeur de niveau intégré au jeu automatiquement par des dispositifs ou des serveurs de jeu, à partir de données provenant du monde réel, p. ex. les mesures en direct dans les compétitions de course réelles
35.
NON-TRANSITORY COMPUTER-READABLE MEDIUM AND ANIMATION GENERATING SYSTEM
A non-transitory computer-readable medium storing an animation generating program for causing a server to perform functions to generate an animation of an object configured by a combination of parts is provided. The functions include: registering content of a specified operation against the parts as specified operation information in advance; obtaining the specified operation information for identifying the specified operation; and a generating a part animation of each of object parts among the object parts of the object to control the specified operation of the object parts by dynamically calculating a rotation angle of a joint site required for the specified operation of the object parts in accordance with a predetermined calculation rule, and generating an animation of the entire object based on the part animation of each of the object parts.
A plan processing program for planning a task executed by a character based on a hierarchical task network causes a server to implement a plan generation function of generating a plan configured with a plurality of tasks from a domain based on goal information, in which in the plan generation function, a function of generating the plan in which a subsequent task to be employed is configured to change in accordance with a state or a condition is implemented.
A63F 13/57 - Simulations de propriétés, de comportement ou de déplacement d’objets dans le jeu, p. ex. calcul de l’effort supporté par un pneu dans un jeu de course automobile
A63F 13/47 - Commande de la progression du jeu vidéo incluant des points de branchement, p. ex. la possibilité à un moment donné de choisir l’un des scénarios possibles
A63F 13/55 - Commande des personnages ou des objets du jeu en fonction de la progression du jeu
41 - Éducation, divertissements, activités sportives et culturelles
Produits et services
Entertainment services, namely, providing on-line computer games; online entertainment services, namely, providing on-line computer games; online computer game services; computer game services provided remotely by means of the internet; music publishing services, namely exclusively publishing of compositions covering the videogame music of the JUST CAUSE game; feature film entertainment services, namely, film production; television entertainment services, namely, television program production; information and advisory services in the field of computer game entertainment and publishing.
38.
COMPUTER-READABLE RECORDING MEDIUM, COMPUTER APPARATUS, AND CONTROL METHOD
Computer apparatuses, methods, and non-transitory computer-readable recording media having recorded thereon a program executed in a computer apparatus to perform functions of image processing are provided. An example non-transitory recording medium comprising a program executed in a computer apparatus causes the computer apparatus to perform functions comprising: identifying two or more subjects in a first image from an imaging device; and if the identified two or more subjects satisfy a predetermined condition, superimposing a predetermined effect either on the first image or on a second image from the imaging device that is different from the first image to generate a third image, and providing the third image.
41 - Éducation, divertissements, activités sportives et culturelles
Produits et services
(Based on 44(e)) (Based on Use in Commerce) Entertainment services, namely, providing on-line computer games; online entertainment services, namely, providing on-line computer games; online computer game services; computer game services provided remotely by means of the internet; (Based on 44(e)) music publishing services, namely, exclusively publishing of compositions covering the videogame music of a computer game; provision of entertainment services in the form of ongoing television programs and motion pictures in the field of scripted drama; providing television programs and motion pictures, not downloadable, via video-on-demand transmission services; providing information in the field of television programs and motion pictures, not downloadable, via video-on-demand transmission services; feature film entertainment services, namely, film production; television entertainment services, namely, television program production; information and advisory services in the field of computer game entertainment and publishing
A computer-readable recording medium including a program which is executed by a computer apparatus to provide a video game comprising a virtual game world presented to a player of the video game, and a plurality of characters in the virtual game world including a first character, and a second character controlled by the player, the program causing the computer apparatus to function as: a state indicator generating unit configured to generate a state indication, wherein the state indication is an indication of an emotional or physical state of the first character; and a coupling indicator generating unit configured to generate a coupling indication, wherein the coupling indication is an indication of a coupling occurring between the emotional or physical state of the first character and an emotional or physical state of the second character.
A63F 13/5372 - Commande des signaux de sortie en fonction de la progression du jeu incluant des informations visuelles supplémentaires fournies à la scène de jeu, p. ex. en surimpression pour simuler un affichage tête haute [HUD] ou pour afficher une visée laser dans un jeu de tir utilisant des indicateurs, p. ex. en montrant l’état physique d’un personnage de jeu sur l’écran pour marquer les personnages, les objets ou les lieux dans la scène de jeu, p. ex. en affichant un cercle autour du personnage commandé par le joueur
A63F 13/5375 - Commande des signaux de sortie en fonction de la progression du jeu incluant des informations visuelles supplémentaires fournies à la scène de jeu, p. ex. en surimpression pour simuler un affichage tête haute [HUD] ou pour afficher une visée laser dans un jeu de tir utilisant des indicateurs, p. ex. en montrant l’état physique d’un personnage de jeu sur l’écran pour suggérer graphiquement ou textuellement une action, p. ex. en affichant une flèche indiquant un tournant dans un jeu de conduite
A63F 13/54 - Commande des signaux de sortie en fonction de la progression du jeu incluant des signaux acoustiques, p. ex. pour simuler le bruit d’un moteur en fonction des tours par minute [RPM] dans un jeu de conduite ou la réverbération contre un mur virtuel
A63F 13/58 - Commande des personnages ou des objets du jeu en fonction de la progression du jeu en calculant l’état des personnages du jeu, p. ex. niveau de vigueur, de force, de motivation ou d’énergie
A style transfer program causes a server to implement an acquisition function of acquiring buffer data from a buffer used for rendering, a style transfer function of applying style transfer based on one or more style images to the buffer data, and an output function of outputting data after the style transfer is applied.
A non-transitory computer-readable medium storing a video game processing program for causing a server to perform functions to control progress of a video game according to an operation of a player is provided. The functions comprise: ejecting an object from a position corresponding to the player in a virtual space based on the operation of the player; determining whether to update a degree of uplift of a predetermined region based on a positional relation between the ejected object and the predetermined region in the virtual space referring to storage storing uplift information related to the degree of uplift of the predetermined region and updating the uplift information according to a first update rule related to the object and the predetermined region.
A63F 13/00 - Jeux vidéo, c.-à-d. jeux utilisant un affichage à plusieurs dimensions généré électroniquement
A63F 13/45 - Commande de la progression du jeu vidéo
A63F 13/537 - Commande des signaux de sortie en fonction de la progression du jeu incluant des informations visuelles supplémentaires fournies à la scène de jeu, p. ex. en surimpression pour simuler un affichage tête haute [HUD] ou pour afficher une visée laser dans un jeu de tir utilisant des indicateurs, p. ex. en montrant l’état physique d’un personnage de jeu sur l’écran
A63F 13/56 - Calcul des mouvements des personnages du jeu relativement à d’autres personnages du jeu, à d’autres objets ou d'autres éléments de la scène du jeu, p. ex. pour simuler le comportement d’un groupe de soldats virtuels ou pour l’orientation d’un personnage
A63F 13/69 - Création ou modification du contenu du jeu avant ou pendant l’exécution du programme de jeu, p. ex. au moyen d’outils spécialement adaptés au développement du jeu ou d’un éditeur de niveau intégré au jeu en permettant l'utilisation ou la mise à jour d'éléments spécifiques du jeu, p. ex. déblocage d’options, d’éléments, de niveaux ou de versions cachés
A view of a virtual environment that includes a body of fluid is rendered by a method that includes dividing the body of fluid into a plurality of tiles having consistent size and shape and generating a distribution of waves for the plurality of tiles. A reactive region overlaying at least some of the plurality of tiles is defined and an object within the reactive region is identified. The method further includes determining an influence of the object on fluid within the reactive region, simulating motion of the fluid in the reactive region using the determined influence of the object, and rendering a frame of a video sequence including the view of the virtual environment, the view including a visual representation of at least a portion of the body of fluid.
G06T 13/60 - Animation tridimensionnelle [3D] de phénomènes naturels, p. ex. la pluie, la neige, l'eau ou les plantes
A63F 13/57 - Simulations de propriétés, de comportement ou de déplacement d’objets dans le jeu, p. ex. calcul de l’effort supporté par un pneu dans un jeu de course automobile
Embodiments relate to providing dynamic destruction of a game object displayed in an electronic game. During a gameplay session, a determination is made that the game object has been damaged. Responsive to the determination that the game object has been damaged, a level of destructive detail is determined. A destruction object having the determined level of destructive detail is created. Using the destruction object, a graphical indication of the damage of the game object is rendered.
A63F 13/00 - Jeux vidéo, c.-à-d. jeux utilisant un affichage à plusieurs dimensions généré électroniquement
A63F 13/69 - Création ou modification du contenu du jeu avant ou pendant l’exécution du programme de jeu, p. ex. au moyen d’outils spécialement adaptés au développement du jeu ou d’un éditeur de niveau intégré au jeu en permettant l'utilisation ou la mise à jour d'éléments spécifiques du jeu, p. ex. déblocage d’options, d’éléments, de niveaux ou de versions cachés
A63F 13/79 - Aspects de sécurité ou de gestion du jeu incluant des données sur les joueurs, p. ex. leurs identités, leurs comptes, leurs préférences ou leurs historiques de jeu
A63F 13/77 - Aspects de sécurité ou de gestion du jeu incluant les données relatives aux dispositifs ou aux serveurs de jeu, p. ex. données de configuration, version du logiciel ou quantité de mémoire
45.
NON-TRANSITORY COMPUTER READABLE MEDIUM STORING EVENT PROVISION PROGRAM AND EVENT PROVISION SYSTEM
A non-transitory computer readable medium storing an event provision program causing a server to implement an object display function of displaying a first object that is a virtual object on a display device in a superimposed manner on a real space, a representation control function of controlling a representation using one or more virtual objects including the first object, and a permission acquisition information display function of displaying information (permission acquisition information) for causing a user to acquire a predetermined permission for a product or a service related to the object, the event, or the representation on the display device is provided.
A computer-implemented method, computer-readable medium and video game apparatus for a video game. The method includes maintaining a virtual environment in memory, the virtual environment comprising a player-controlled game object and a second game object, the player-controlled game object being associated with a virtual display component. The method also includes determining if the virtual display component satisfies a position condition relative to the second game object and, if so, obtaining preview information indicative of an interactive gameplay effect that would be carried out in the event of receipt of activation input via a game control interface and displaying the preview information in the virtual display component displayed on a screen.
A63F 13/53 - Commande des signaux de sortie en fonction de la progression du jeu incluant des informations visuelles supplémentaires fournies à la scène de jeu, p. ex. en surimpression pour simuler un affichage tête haute [HUD] ou pour afficher une visée laser dans un jeu de tir
A non-transitory computer readable medium storing a virtual store management program causing a server to implement an augmented reality diorama display function of displaying an augmented reality diorama superimposed on a real space on a display device, a space region link function of linking one or more virtual space regions to the augmented reality diorama, and a space region display function of displaying the space region linked to the augmented reality diorama on the display device is provided.
A computer-implemented method, computer-readable medium and video game apparatus for a video game. The method includes maintaining a virtual environment in memory, the virtual environment comprising a player-controlled game object and a second game object, the player-controlled game object being associated with a virtual display component. The method also includes determining if the virtual display component satisfies a position condition relative to the second game object and, if so, obtaining preview information indicative of an interactive gameplay effect that would be carried out in the event of receipt of activation input via a game control interface and displaying the preview information in the virtual display component displayed on a screen.
A non-transitory computer readable medium including an augmented reality processing program causing a server to implement a controllable object display data output function of outputting display data for displaying, in a superimposed manner on a real space, a controllable object that is a virtual object controllable by a user, and a controllable object control function of controlling at least one of an operation, movement, and a state change of the controllable object in accordance with an operation input provided by the user.
Provided is a non-transitory computer readable medium including an object linking program causing a server to implement, in a case where one of a real space and a virtual space augmented from the real space is a first space, and the other is a second space, a change information obtaining function of obtaining change information indicating a change in parameter or form of a first object in the first space, and a change linking processing function of performing a process causing a parameter or a form of one or more second objects in the second space to correspond to the first object after change based on the change information.
A63F 13/56 - Calcul des mouvements des personnages du jeu relativement à d’autres personnages du jeu, à d’autres objets ou d'autres éléments de la scène du jeu, p. ex. pour simuler le comportement d’un groupe de soldats virtuels ou pour l’orientation d’un personnage
G06T 19/00 - Transformation de modèles ou d'images tridimensionnels [3D] pour infographie
A game is provided in which playing characters controlled by players battle each other in a three dimensional virtual space so as to obtain battle points. The obtained battle points are collected as total values, with the total values being ranked. A player belongs to one group of a plurality of groups set in the game program. The playing characters are divided into specific teams based on input from each player, with each specific team being in the group to which the player belongs. The teams, including two or more playing characters comprising the team, of different groups battle in the three dimensional virtual space. The battle points obtained by the respective playing characters in the battle are totalized for every team, and the teams are ranked based on the team points.
A63F 13/24 - Parties constitutives, p. ex. manettes de jeu avec poignées amovibles
A63F 13/798 - Aspects de sécurité ou de gestion du jeu incluant des données sur les joueurs, p. ex. leurs identités, leurs comptes, leurs préférences ou leurs historiques de jeu pour évaluer les compétences ou pour classer les joueurs, p. ex. pour créer un tableau d’honneur des joueurs
A63F 13/847 - Jeux coopératifs, p. ex. nécessitant des actions coordonnées de plusieurs joueurs pour atteindre un objectif commun
A63F 13/795 - Aspects de sécurité ou de gestion du jeu incluant des données sur les joueurs, p. ex. leurs identités, leurs comptes, leurs préférences ou leurs historiques de jeu pour trouver d’autres joueursAspects de sécurité ou de gestion du jeu incluant des données sur les joueurs, p. ex. leurs identités, leurs comptes, leurs préférences ou leurs historiques de jeu pour constituer une équipeAspects de sécurité ou de gestion du jeu incluant des données sur les joueurs, p. ex. leurs identités, leurs comptes, leurs préférences ou leurs historiques de jeu pour fournir une "liste d’amis"
A game program instructions executable by a processor to perform operations comprising: placing a predetermined number of nonplayer characters in a battle space; controlling the battle between the nonplayer character and the playing character in the battle space; rendering the battle state with a virtual camera and displaying on the display; the operations further comprising: counting the number of playing characters placed in the battle space; excluding a defeated nonplayer character from battle when the nonplayer character is defeated; relocating the excluded nonplayer character to the battle space after a predetermined respawn time elapsed; calculating the respawn time according to the counted number of playing characters and controlling the time to reposition the excluded nonplayer character to the battle space based on the respawn time calculated.
A63F 13/58 - Commande des personnages ou des objets du jeu en fonction de la progression du jeu en calculant l’état des personnages du jeu, p. ex. niveau de vigueur, de force, de motivation ou d’énergie
53.
Non-Transitory Computer-Readable Medium And Video Game Processing System
A non-transitory computer-readable medium including a video game processing program for causing a server to perform functions to control a character during progress of a video game is provided. The functions include: a selecting function configured to select a combination of objects in accordance with a progress status of the video game, the objects being to be used for satisfying a predetermined condition in the video game as an in-game condition; and a using function configured to cause the character to use the combination of the objects selected by the selecting function in order to satisfy the in-game condition.
A63F 13/56 - Calcul des mouvements des personnages du jeu relativement à d’autres personnages du jeu, à d’autres objets ou d'autres éléments de la scène du jeu, p. ex. pour simuler le comportement d’un groupe de soldats virtuels ou pour l’orientation d’un personnage
A63F 13/355 - Réalisation d’opérations pour le compte de clients ayant des capacités de traitement restreintes, p. ex. serveurs transformant une scène de jeu qui évolue en flux vidéo codé à transmettre à un téléphone portable ou à un client léger
54.
Non-transitory computer-readable medium and video game processing system
A non-transitory computer-readable medium including a video game processing program for causing a server to perform functions to control a character in progress of a video game is provided. The functions includes: a utilization permitting function configured to permit utilization of object property information for controlling the character, a property of an object being expressed in the object property information, the property of the object being stored in a specific storage region associated with the object as a first storage region; and an information utilizing function configured to utilize the object property information, whose utilization is permitted, for controlling the character.
A63F 13/00 - Jeux vidéo, c.-à-d. jeux utilisant un affichage à plusieurs dimensions généré électroniquement
A63F 13/355 - Réalisation d’opérations pour le compte de clients ayant des capacités de traitement restreintes, p. ex. serveurs transformant une scène de jeu qui évolue en flux vidéo codé à transmettre à un téléphone portable ou à un client léger
A63F 13/58 - Commande des personnages ou des objets du jeu en fonction de la progression du jeu en calculant l’état des personnages du jeu, p. ex. niveau de vigueur, de force, de motivation ou d’énergie
A63F 13/45 - Commande de la progression du jeu vidéo
55.
Non-transitory computer-readable medium and video game processing system
A non-transitory computer-readable medium including a video game processing program for causing a server to select an action regarding an object of a character on a basis of predetermined selection criteria is provided. At least one usage purpose is set to the object as an action. The functions include: an extracting function configured to extract a similar object similar to a new object among selection criterion stored object, the character having already stored selection criteria for each selection criterion stored objects; and an inheriting function configured to set a selection probability of each action in the selection criteria stored so as to be associated with the new object based on a selection probability of each action in the selection criteria stored so as to be associated with the similar object with respect to at least actions set in common between the similar and new objects.
A63F 13/57 - Simulations de propriétés, de comportement ou de déplacement d’objets dans le jeu, p. ex. calcul de l’effort supporté par un pneu dans un jeu de course automobile
A non-transitory computer-readable medium including a video game processing program for causing a server to perform functions to control progress of a video game using a virtual space corresponding to map information of a real space and positional information of a user terminal of a user is provided. The functions include: an arranging function configured to arrange objects in the virtual space, at least one attribute of a plurality of attributes being associated with each of the objects; a specifying function configured to specify an object that satisfies a predetermined positional condition with respect to the positional information of the user terminal; and an updating function configured to update information regarding the user based on an attribute of the specified object.
A63F 13/58 - Commande des personnages ou des objets du jeu en fonction de la progression du jeu en calculant l’état des personnages du jeu, p. ex. niveau de vigueur, de force, de motivation ou d’énergie
A63F 13/537 - Commande des signaux de sortie en fonction de la progression du jeu incluant des informations visuelles supplémentaires fournies à la scène de jeu, p. ex. en surimpression pour simuler un affichage tête haute [HUD] ou pour afficher une visée laser dans un jeu de tir utilisant des indicateurs, p. ex. en montrant l’état physique d’un personnage de jeu sur l’écran
09 - Appareils et instruments scientifiques et électriques
28 - Jeux, jouets, articles de sport
Produits et services
Printed electronic circuits for game machines and apparatus; downloadable computer programs for network management; downloadable computer game programs for smartphones; mobile telephones and other telephone apparatus; downloadable and record computer game programs for game machines; downloadable game programs for personal computers; downloadable software for use as computer game programs; downloadable software for use as game programs on smartphones; downloadable software for use as computer game programs for personal computers, video game consoles, computer games programs, Downloadable electronic game programs, downloadable video games software, computer game discs, downloadable electronic game programs, downloadable game programs for home video game machines, Pinball machines Dolls; toy figures; plush toys; stuffed toys; board games; jigsaw puzzles; hand held units for playing video games other than those adapted for use with an external display screen or monitor; video game controllers for video game consoles and computers; video game machines, excluding video game machines for commercial use; game machine cabinets, excluding video game machines for commercial use; amusement game machines and amusement game machines for amusement parks, excluding video games for commercial use, coin-operated pinball machines, arcade video game machines, Casino machine, slot machine, arcade game machine, amusement game machines
In an information processing apparatus, position information is obtained with respect to each of a plurality of players, a group made up of the plurality of players is created, and event data of a game event that can be played by the group, the event data including one or a plurality of individual conditions to be satisfied by a player, is generated based on the position information of the players.
A63F 13/216 - Dispositions d'entrée pour les dispositifs de jeu vidéo caractérisées par leurs capteurs, leurs finalités ou leurs types utilisant des informations géographiques, p. ex. la localisation du dispositif de jeu ou du joueur par GPS
A63F 13/44 - Traitement des signaux de commande d’entrée des dispositifs de jeu vidéo, p. ex. les signaux générés par le joueur ou dérivés de l’environnement incluant la durée ou la synchronisation des opérations, p. ex. l’exécution d’une action dans une certaine fenêtre temporelle
A63F 13/45 - Commande de la progression du jeu vidéo
A63F 13/69 - Création ou modification du contenu du jeu avant ou pendant l’exécution du programme de jeu, p. ex. au moyen d’outils spécialement adaptés au développement du jeu ou d’un éditeur de niveau intégré au jeu en permettant l'utilisation ou la mise à jour d'éléments spécifiques du jeu, p. ex. déblocage d’options, d’éléments, de niveaux ou de versions cachés
A63F 13/847 - Jeux coopératifs, p. ex. nécessitant des actions coordonnées de plusieurs joueurs pour atteindre un objectif commun
59.
COMPUTER-READABLE RECORDING MEDIUM, AND IMAGE GENERATION SYSTEM
Systems and non-transitory computer-readable media storing instructions to implement image generation are disclosed. An example image generation system includes: a client terminal; a server apparatus that connects to the client terminal by communication and further generates an image representing a progress status of a video game which uses a three-dimensional virtual space; and a computer that progresses the video game; specifies, using viewpoint coordinates as a viewpoint, a sight line direction of a viewpoint object corresponding to the viewpoint coordinates; and generates the image based on the specified sight line direction and a first attribute of the viewpoint object.
A63F 13/52 - Commande des signaux de sortie en fonction de la progression du jeu incluant des aspects de la scène de jeu affichée
A63F 13/45 - Commande de la progression du jeu vidéo
H04N 13/282 - Générateurs de signaux d’images pour la génération de signaux d’images correspondant à au moins trois points de vue géométriques, p. ex. systèmes multi-vues
H04N 13/275 - Générateurs de signaux d’images à partir de modèles 3D d’objets, p. ex. des signaux d’images stéréoscopiques générés par ordinateur
41 - Éducation, divertissements, activités sportives et culturelles
Produits et services
Multimedia publishing of games and provision of information relating to electronic computer games provided via the internet; electronic games services, namely, provision of computer games on-line or by means of a global computer network; Entertainment services, namely, providing on-line computer games; online computer game services, namely, providing online computer games; computer game services provided remotely by means of the internet, namely, providing online computer games
41 - Éducation, divertissements, activités sportives et culturelles
Produits et services
Production of computer games; feature film entertainment services, namely, scriptwriting services for feature films, scriptwriting services for non-advertising purposes featuring the creation of storylines and plots and character development for computer games and feature films; production and directing of feature films; television entertainment services, namely, scriptwriting services for TV films and TV series not for advertising purposes, scriptwriting services for non-advertising purposes featuring the creation of storylines and plots and character development for TV films and TV series not for advertising purposes, production and directing of TV films and TV series not for advertising purposes; information and advisory services in the field of computer game entertainment; publishing, namely, publishing of books, magazines; publishing of electronic publications; all of the foregoing related to an action adventure video game series; all of the foregoing excluding stunt competition shows, dare competition shows, stunt competitions, and dare competitions, reality shows, game shows, except for broadcasted video game competitions and broadcasted video game events
62.
Non-transitory computer-readable medium and video game processing system
A non-transitory computer-readable medium including a video game processing program for causing a server to perform functions to control progress of a video game is provided. The functions include: a first arranging function configured to arrange a first object determined based on a user operation at a position determined based on a position of the user terminal in a virtual space corresponding to map information of a real space; a second arranging function configured to arrange a second object with which a predetermined event is associated at a position determined based on a position of the first object after a time determined in accordance with the first object elapses from a time when the first object is arranged; and a generating function configured to generate the predetermined event in accordance with a positional condition regarding the positions of the user terminal and the second object.
A63F 13/00 - Jeux vidéo, c.-à-d. jeux utilisant un affichage à plusieurs dimensions généré électroniquement
A63F 13/56 - Calcul des mouvements des personnages du jeu relativement à d’autres personnages du jeu, à d’autres objets ou d'autres éléments de la scène du jeu, p. ex. pour simuler le comportement d’un groupe de soldats virtuels ou pour l’orientation d’un personnage
09 - Appareils et instruments scientifiques et électriques
Produits et services
Printed electronic circuits for game machines and apparatus; downloadable computer programs for network management; downloadable computer game programs for smartphones; mobile telephones and other telephone apparatus; downloadable and record computer game programs for game machines; downloadable game programs for personal computers; downloadable software for use as computer game programs; downloadable software for use as game programs on smartphones; downloadable software for use as computer game programs; downloadable software for use as game programs on smartphones; downloadable software for use as computer game programs for personal computers, video game consoles, computer games programs, downloadable electronic game programs, downloadable video games software, computer game discs, downloadable electronic game programs, downloadable game programs for home video game machines, arcade video game machines, earphones
A system for calculating reverberation, comprising a computer that receives a signal input; stores an impulse response signal; reads out the impulse response signal corresponding to the input signal; converts an input signal and an impulse response signal into an input signal in the frequency domain and an impulse response signal in the frequency domain; samples the input signal and in the frequency domain and the impulse response signal in the frequency domain to an input signal and an impulse response signal after sampling; sets one of values of signals included in the impulse response signal after sampling to zero to obtain an impulse response signal after zero-value processing; performs a convolution operation on the impulse response signal after zero-value processing to obtain a reverberant signal in the frequency domain; and converts the reverberant signal in the frequency domain into a reverberant signal in a time domain.
A non-transitory computer-readable medium including a video game processing program for causing a server to perform functions to control progress of a video game is provided. The functions include: a first specifying function configured to specify at least a part of a virtual space as a first target virtual space; a registering function configured to register the object and the user in a storage unit so as to be associated with each other; a second specifying function configured to specify a second target virtual space as the virtual space in a case where the object associated with the user is selected; and a generating function configured to generate an event corresponding to the object in a case where the object positioned within an area of the first or second target virtual space respectively specified by the first or second specifying function is selected by the user.
A63F 13/216 - Dispositions d'entrée pour les dispositifs de jeu vidéo caractérisées par leurs capteurs, leurs finalités ou leurs types utilisant des informations géographiques, p. ex. la localisation du dispositif de jeu ou du joueur par GPS
A63F 13/55 - Commande des personnages ou des objets du jeu en fonction de la progression du jeu
A63F 13/65 - Création ou modification du contenu du jeu avant ou pendant l’exécution du programme de jeu, p. ex. au moyen d’outils spécialement adaptés au développement du jeu ou d’un éditeur de niveau intégré au jeu automatiquement par des dispositifs ou des serveurs de jeu, à partir de données provenant du monde réel, p. ex. les mesures en direct dans les compétitions de course réelles
66.
Non-transitory medium and video game processing system
A bubble creation method to be implemented by a server controls a progress of a video game. The bubble creation method includes a calculation formula specifying portion that is configured to specify one or more calculation formulas, and a bubble creation portion that is configured to create a bubble having an appearance defined by the calculation formula. The calculation formula has variables. The bubble creation portion creates a bubble whose appearance changes in accordance with a change of a value of the variable.
A63F 13/00 - Jeux vidéo, c.-à-d. jeux utilisant un affichage à plusieurs dimensions généré électroniquement
A63F 13/57 - Simulations de propriétés, de comportement ou de déplacement d’objets dans le jeu, p. ex. calcul de l’effort supporté par un pneu dans un jeu de course automobile
A video game that is progressed by controlling a character operated by a player in a virtual game world in which the character is vulnerable to attack. A computer apparatus functions as: an attack analysing unit configured to determine a direction of an incoming attack, and an intensity of the incoming attack or a level of damage inflicted upon the character as a consequence of the incoming attack; and a graphical indicator generating unit configured to generate an on-screen graphical indicator comprising: a first pointing part arranged to indicate the determined direction of the incoming attack, and a second part arranged to indicate the determined intensity of the incoming attack or the determined level of damage inflicted upon the character as a consequence of the incoming attack; wherein the first pointing part and the second part are joined together to form the graphical indicator.
A63F 13/537 - Commande des signaux de sortie en fonction de la progression du jeu incluant des informations visuelles supplémentaires fournies à la scène de jeu, p. ex. en surimpression pour simuler un affichage tête haute [HUD] ou pour afficher une visée laser dans un jeu de tir utilisant des indicateurs, p. ex. en montrant l’état physique d’un personnage de jeu sur l’écran
A computer-readable recording medium including a program which is executed by a computer apparatus to provide a video game that is progressed by controlling a character operated by a player in a virtual game world, the program causing the computer apparatus to function as: a character generating unit that generates the character operated by the player, wherein the character is of one of a plurality of character classes in the game world, each character class having at least one associated behavioural trait; a character behaviour monitoring unit that evaluates a player-controlled behavioural characteristic of the character and determines whether the evaluated behavioural characteristic satisfies a respective predetermined condition, the predetermined condition being respective to the behavioural trait associated with the class of the character; and an award generating unit that generates at least one of: a positive indicator or reward if the evaluated behavioural characteristic satisfies the respective predetermined condition, or a negative indicator or punishment if the evaluated behavioural characteristic does not satisfy the respective predetermined condition.
A63F 13/58 - Commande des personnages ou des objets du jeu en fonction de la progression du jeu en calculant l’état des personnages du jeu, p. ex. niveau de vigueur, de force, de motivation ou d’énergie
69.
Rebalancing of in-game activity in multiplayer video games
A computer-readable medium including a program which is executed by at least a first and second computer apparatus in a network to provide a video game that is progressed by at least first and second players using said first and second computer apparatus respectively controlling at least first and second player characters in a virtual multiplayer game world in which the difficulty of the game is defined by at least an enemy difficulty, wherein the virtual multiple player game world comprises at least one gaming arena and has at least one game level, the program causing the computer apparatus to function as: an enemy difficulty determining unit configured to detect a change in the number of player characters and to determine a new enemy difficulty in dependence on the change in the number of player characters; an enemy modulating unit configured to modulate the enemy difficulty to the determined new enemy difficulty; and an enemy generating unit configured to generate at least one enemy character at a rate, and/or having an enemy attribute, according to the determined new enemy difficulty.
A63F 13/67 - Création ou modification du contenu du jeu avant ou pendant l’exécution du programme de jeu, p. ex. au moyen d’outils spécialement adaptés au développement du jeu ou d’un éditeur de niveau intégré au jeu en s’adaptant à ou par apprentissage des actions de joueurs, p. ex. modification du niveau de compétences ou stockage de séquences de combats réussies en vue de leur réutilisation
A63F 13/58 - Commande des personnages ou des objets du jeu en fonction de la progression du jeu en calculant l’état des personnages du jeu, p. ex. niveau de vigueur, de force, de motivation ou d’énergie
A63F 13/843 - Adaptations particulières pour exécuter un genre ou un mode spécifique de jeu incluant plusieurs joueurs simultanément sur le même dispositif de jeu, p. ex. nécessitant l’utilisation de plusieurs manettes ou d’une vue spécifique des données du jeu pour chaque joueur
A63F 13/847 - Jeux coopératifs, p. ex. nécessitant des actions coordonnées de plusieurs joueurs pour atteindre un objectif commun
70.
Game program, computer apparatus, and game controlling method
An object of at least one embodiment of the present invention is to provide a game program of higher interest.
A game program controls the first character satisfying a predetermined condition as a result of the virtual battle to automatically execute, without moving in a virtual space together with the player character, a specific action that is an action different from before a start of the virtual battle and is advantageous for the player character, or controls the first character satisfying the predetermined condition as a result of the virtual battle to automatically generate a specific effect advantageous for the player character.
A63F 13/56 - Calcul des mouvements des personnages du jeu relativement à d’autres personnages du jeu, à d’autres objets ou d'autres éléments de la scène du jeu, p. ex. pour simuler le comportement d’un groupe de soldats virtuels ou pour l’orientation d’un personnage
A63F 13/58 - Commande des personnages ou des objets du jeu en fonction de la progression du jeu en calculant l’état des personnages du jeu, p. ex. niveau de vigueur, de force, de motivation ou d’énergie
A non-transitory computer-readable medium including a face authentication program for causing a computer device that executes face authentication using a plurality of face information registered in a storage unit with respect to a captured face image of a user to implement the following functions including a determination function of determining face information to be used for the face authentication from among the plurality of face information based on position estimation information of a user corresponding to each of the plurality of face information, which is registered in the storage unit in association with each of the plurality of face information, and a predetermined condition, and an authentication function of performing the face authentication using the determined face information with respect to the captured face image of the user.
Provided is an augmented reality display technology capable of more entertaining a user.
b executes a special effect corresponding to the combination of the models. The display unit 14 displays the models together with the background image based on the special effect.
09 - Appareils et instruments scientifiques et électriques
41 - Éducation, divertissements, activités sportives et culturelles
Produits et services
Computer game software; computer games recorded on computer discs; video game software; video games recorded on computer discs; downloadable electronic game software for mobile phones; downloadable computer games software supplied online by means of multi-media electronic broadcast or network transmission; downloadable electronic publications in the nature of newsletters and magazines in the field of computer games and video games provided by means of multi-media electronic broadcast or network transmission; computer discs, CD-ROMs, DVDs, tapes and cassettes bearing computer game software and feature film entertainment. Entertainment services, namely, providing on-line computer games; online entertainment services, namely, providing on-line computer games; online computer game services; computer game services provided remotely by means of the internet; development and production of computer games; feature film entertainment services, namely, scriptwriting services for feature films, scriptwriting services for non-advertising purposes featuring the creation of storylines and plots and character development for computer games and feature films; production and directing of feature films; television entertainment services, namely, scriptwriting services for TV films and TV series, scriptwriting services for non-advertising purposes featuring the creation of storylines and plots and character development for TV films and TV series, production and directing of TV films and TV series; information and advisory services in the field of computer game entertainment; publishing, namely, publishing of books, magazines; publishing of electronic publications.
Provided is an augmented reality technology configured to combine images in a virtual space in real-time.
An augmented reality display device includes an imaging unit that acquires a background image of a real world, a model control unit that controls a two-dimensional or three-dimensional model in a virtual space, and a display unit that displays the model together with the background image. The model includes one or a plurality of joints connectable to another model. The model control unit controls each model to connect a joint of a first model and a joint of a second model in the virtual space.
G06T 19/00 - Transformation de modèles ou d'images tridimensionnels [3D] pour infographie
G06T 17/00 - Modélisation tridimensionnelle [3D] pour infographie
G06K 9/00 - Méthodes ou dispositions pour la lecture ou la reconnaissance de caractères imprimés ou écrits ou pour la reconnaissance de formes, p.ex. d'empreintes digitales
75.
Systems and methods for establishing a shared augmented reality session
Methods and systems of establishing a shared augmented reality session between a first computing device and a second computing device are disclosed. The first and second computing devices perform proximity device discovery using a first data communication technology. The first and second computing devices then perform real-time network communication using a second data communication technology. Once the real-time network communication is established, the first and second computing devices perform coordinate space synchronization using the second data communication technology.
A non-transitory computer-readable medium including a video game processing program for causing a server to perform functions to control progress of a video game using a virtual space corresponding to map information of a real space and positional information of a user terminal of a user is provided. The functions include: a registering function configured to register objects of a plurality of users; a generating function configured to generate a predetermined event on a basis of positional information of a user terminal of a first user; and a participating function configured to cause an object of a second user different from the first user, for whom the event is generated, among the objects registered by the registering function to participate in the event.
A63F 13/216 - Dispositions d'entrée pour les dispositifs de jeu vidéo caractérisées par leurs capteurs, leurs finalités ou leurs types utilisant des informations géographiques, p. ex. la localisation du dispositif de jeu ou du joueur par GPS
A63F 13/65 - Création ou modification du contenu du jeu avant ou pendant l’exécution du programme de jeu, p. ex. au moyen d’outils spécialement adaptés au développement du jeu ou d’un éditeur de niveau intégré au jeu automatiquement par des dispositifs ou des serveurs de jeu, à partir de données provenant du monde réel, p. ex. les mesures en direct dans les compétitions de course réelles
A63F 13/795 - Aspects de sécurité ou de gestion du jeu incluant des données sur les joueurs, p. ex. leurs identités, leurs comptes, leurs préférences ou leurs historiques de jeu pour trouver d’autres joueursAspects de sécurité ou de gestion du jeu incluant des données sur les joueurs, p. ex. leurs identités, leurs comptes, leurs préférences ou leurs historiques de jeu pour constituer une équipeAspects de sécurité ou de gestion du jeu incluant des données sur les joueurs, p. ex. leurs identités, leurs comptes, leurs préférences ou leurs historiques de jeu pour fournir une "liste d’amis"
A63F 13/798 - Aspects de sécurité ou de gestion du jeu incluant des données sur les joueurs, p. ex. leurs identités, leurs comptes, leurs préférences ou leurs historiques de jeu pour évaluer les compétences ou pour classer les joueurs, p. ex. pour créer un tableau d’honneur des joueurs
A server device transmits drawing data for drawing a product to a user terminal, grants display authority to display the drawing data of the product and is limited to a predetermined time period, to a non-winning user who does not win the product, performs a lottery for a product in response to a lottery request from the user terminal, outputs an instruction for delivering a physical product won as a result of the lottery to a predetermined place corresponding to a user, and grants display authority to display the drawing data of a product won as a result of the lottery and is not limited to the predetermined time period, to a winning user.
G07F 17/32 - Appareils déclenchés par pièces de monnaie pour la location d'articlesInstallations ou services déclenchés par pièces de monnaie pour jeux, jouets, sports ou distractions
G06T 19/00 - Transformation de modèles ou d'images tridimensionnels [3D] pour infographie
A63F 13/79 - Aspects de sécurité ou de gestion du jeu incluant des données sur les joueurs, p. ex. leurs identités, leurs comptes, leurs préférences ou leurs historiques de jeu
A63F 13/57 - Simulations de propriétés, de comportement ou de déplacement d’objets dans le jeu, p. ex. calcul de l’effort supporté par un pneu dans un jeu de course automobile
A computer-readable recording medium including a program which is executed by a computer apparatus to provide a video game comprising a virtual game world presented to a player of the video game, and a plurality of characters in the virtual game world including a first character, and a second character controlled by the player, the program causing the computer apparatus to function as: a state indicator generating unit configured to generate a state indication, wherein the state indication is an indication of an emotional or physical state of the first character; and a coupling indicator generating unit configured to generate a coupling indication, wherein the coupling indication is an indication of a coupling occurring between the emotional or physical state of the first character and an emotional or physical state of the second character.
A63F 13/5372 - Commande des signaux de sortie en fonction de la progression du jeu incluant des informations visuelles supplémentaires fournies à la scène de jeu, p. ex. en surimpression pour simuler un affichage tête haute [HUD] ou pour afficher une visée laser dans un jeu de tir utilisant des indicateurs, p. ex. en montrant l’état physique d’un personnage de jeu sur l’écran pour marquer les personnages, les objets ou les lieux dans la scène de jeu, p. ex. en affichant un cercle autour du personnage commandé par le joueur
A63F 13/5375 - Commande des signaux de sortie en fonction de la progression du jeu incluant des informations visuelles supplémentaires fournies à la scène de jeu, p. ex. en surimpression pour simuler un affichage tête haute [HUD] ou pour afficher une visée laser dans un jeu de tir utilisant des indicateurs, p. ex. en montrant l’état physique d’un personnage de jeu sur l’écran pour suggérer graphiquement ou textuellement une action, p. ex. en affichant une flèche indiquant un tournant dans un jeu de conduite
A63F 13/54 - Commande des signaux de sortie en fonction de la progression du jeu incluant des signaux acoustiques, p. ex. pour simuler le bruit d’un moteur en fonction des tours par minute [RPM] dans un jeu de conduite ou la réverbération contre un mur virtuel
A63F 13/58 - Commande des personnages ou des objets du jeu en fonction de la progression du jeu en calculant l’état des personnages du jeu, p. ex. niveau de vigueur, de force, de motivation ou d’énergie
79.
Medium, information processing apparatus, and method for generating a natural sentence
A computer is caused to execute: acquiring the log; generating a natural sentence based on the acquired log; and generating story content to be appreciated by a user by arranging the generated natural sentence and one or a plurality of game-related contents that are related to the log.
A63F 13/60 - Création ou modification du contenu du jeu avant ou pendant l’exécution du programme de jeu, p. ex. au moyen d’outils spécialement adaptés au développement du jeu ou d’un éditeur de niveau intégré au jeu
A63F 13/54 - Commande des signaux de sortie en fonction de la progression du jeu incluant des signaux acoustiques, p. ex. pour simuler le bruit d’un moteur en fonction des tours par minute [RPM] dans un jeu de conduite ou la réverbération contre un mur virtuel
A63F 13/45 - Commande de la progression du jeu vidéo
80.
METHOD AND APPARATUS FOR DYNAMIC TRACKING OF INFORMATION REGARDING AN OBJECT IN A VIDEO GAME
A computer-implemented method, apparatus and non-transitory computer-readable medium for dynamic tracking of a second object in a video game. The method includes maintaining in a computer-readable memory a virtual environment for the video game. The virtual environment includes a plurality of elements including at least one first object and a second object, the second object associated with a value. The method also includes, in response to receipt of input commands from at least one player via at least one input device, causing interactions among the elements of the virtual environment. The method further includes changing the value of the second object based on outcomes resulting from interactions between the at least one first object and the second object caused by particular ones of the input commands. In an embodiment, the first object is a player-controlled video game character and the second object is a gameplay object.
41 - Éducation, divertissements, activités sportives et culturelles
Produits et services
Television entertainment services, namely, television program production; film entertainment services, namely, film production; entertainment services, namely, providing information, news, commentary, on-line resource guides, and strategies in the field of video games; entertainment services, namely, video game services provided on-line from a computer network
82.
REBALANCING OF IN-GAME ACTIVITY IN MULTIPLAYER VIDEO GAMES
A computer-readable medium including a program which is executed by at least a first and second computer apparatus in a network to provide a video game that is progressed by at least first and second players using said first and second computer apparatus respectively controlling at least first and second player characters in a virtual multiplayer game world in which the difficulty of the game is defined by at least an enemy difficulty, wherein the virtual multiple player game world comprises at least one gaming arena and has at least one game level, the program causing the computer apparatus to function as: an enemy difficulty determining unit configured to detect a change in the number of player characters and to determine a new enemy difficulty in dependence on the change in the number of player characters; an enemy modulating unit configured to modulate the enemy difficulty to the determined new enemy difficulty; and an enemy generating unit configured to generate at least one enemy character at a rate, and/or having an enemy attribute, according to the determined new enemy difficulty.
A63F 13/358 - Adaptation du déroulement du jeu en fonction de la charge du réseau ou du serveur, p. ex. pour diminuer la latence due aux différents débits de connexion entre clients
A63F 13/58 - Commande des personnages ou des objets du jeu en fonction de la progression du jeu en calculant l’état des personnages du jeu, p. ex. niveau de vigueur, de force, de motivation ou d’énergie
83.
Video display system, video display method, and video display program
To prevent visually induced motion sickness that occurs during viewing of three-dimensional content using a display. A video display system and a video display program for a display include a computer for displaying content video on a display unit of the display as a virtual reality space, wherein the computer displays, on the display unit, three-dimensional video data in which a content video region and a fixed background image region surrounding the content video region are set.
A63F 13/52 - Commande des signaux de sortie en fonction de la progression du jeu incluant des aspects de la scène de jeu affichée
A63F 13/26 - Dispositions de sortie pour les dispositifs de jeu vidéo ayant au moins un dispositif d’affichage supplémentaire, p. ex. sur la manette de jeu ou à l’extérieur d’une cabine de jeu
84.
Computer-readable recording medium, game apparatus, and game execution method
To provide a game program of high interest is an object.
Switching between a manual control and an automatic control of a first player character. Performing an automatic control of a second player character acting as an ally of the first player character. The automatic control of the first player character is executed based on different action setting from the automatic control of the second player character.
A63F 13/422 - Traitement des signaux de commande d’entrée des dispositifs de jeu vidéo, p. ex. les signaux générés par le joueur ou dérivés de l’environnement par mappage des signaux d’entrée en commandes de jeu, p. ex. mappage du déplacement d’un stylet sur un écran tactile en angle de braquage d’un véhicule virtuel mappage automatique pour assister le joueur, p. ex. freinage automatique dans un jeu de conduite automobile
A63F 13/56 - Calcul des mouvements des personnages du jeu relativement à d’autres personnages du jeu, à d’autres objets ou d'autres éléments de la scène du jeu, p. ex. pour simuler le comportement d’un groupe de soldats virtuels ou pour l’orientation d’un personnage
A63F 13/67 - Création ou modification du contenu du jeu avant ou pendant l’exécution du programme de jeu, p. ex. au moyen d’outils spécialement adaptés au développement du jeu ou d’un éditeur de niveau intégré au jeu en s’adaptant à ou par apprentissage des actions de joueurs, p. ex. modification du niveau de compétences ou stockage de séquences de combats réussies en vue de leur réutilisation
A63F 13/285 - Génération de signaux de retour tactiles via le dispositif d’entrée du jeu, p. ex. retour de force
A63F 13/5252 - Changement des paramètres des caméras virtuelles utilisant plusieurs caméras virtuelles simultanément ou séquentiellement, p. ex. en commutant automatiquement entre caméras virtuelles fixes lorsqu’un personnage change de pièce ou l’affichage de la vue d’un rétroviseur dans un jeu de conduite automobile
85.
Method and apparatus for dynamic management of formations in a video game
A computer-implemented method, non-transitory computer-readable medium and apparatus for dynamic management of formations in a video game. The method includes maintaining a virtual three-dimensional environment and causing a plurality of video game characters to travel along a path in the virtual three-dimensional environment in a formation. The formation has a formation type and the formation type is a first formation type. The method also includes moving the formation along the path. The method also includes, responsive to determining a change in characteristics of the path at a point in the virtual three-dimensional environment that is ahead of the formation, changing the formation type to a second formation type in advance of the change in characteristics of the path.
A computer-implemented method, non-transitory computer-readable medium and apparatus for dynamic management of formations in a video game. The method includes maintaining a virtual three-dimensional environment and causing a plurality of video game characters to travel along a path in the virtual three-dimensional environment in a formation. The formation has a formation type and the formation type is a first formation type. The method also includes moving the formation along the path. The method also includes, responsive to determining a change in characteristics of the path at a point in the virtual three-dimensional environment that is ahead of the formation, changing the formation type to a second formation type in advance of the change in characteristics of the path.
A63F 13/56 - Calcul des mouvements des personnages du jeu relativement à d’autres personnages du jeu, à d’autres objets ou d'autres éléments de la scène du jeu, p. ex. pour simuler le comportement d’un groupe de soldats virtuels ou pour l’orientation d’un personnage
A63F 13/52 - Commande des signaux de sortie en fonction de la progression du jeu incluant des aspects de la scène de jeu affichée
09 - Appareils et instruments scientifiques et électriques
Produits et services
Downloadable mobile game software; recorded game software for mobile phones; downloadable emoticons for mobile phones; downloadable mobile gift certificates; downloadable interactive multimedia software for playing games; downloadable video game programs; downloadable computer programs for playing pre-recorded games; video game cartridges; computer game cartridges; electric mobile digital communication devices, namely, mobile phones and tablet computers; battery chargers for use with mobile telecommunication devices; batteries for use with mobile telecommunication devices; electrical cables for use with mobile telecommunication devices; earphones for use with mobile telecommunication devices; smartwatches; computer monitors; headsets for mobile phones; memory cards for use with mobile telecommunication devices
09 - Appareils et instruments scientifiques et électriques
41 - Éducation, divertissements, activités sportives et culturelles
Produits et services
Downloadable mobile game software; recorded game software for mobile phones; downloadable emoticons for mobile phones; downloadable mobile gift certificates; interactive multimedia software for playing games; downloadable video game programs; computer programs for pre-recorded games; video game cartridges; computer game cartridges; electric mobile digital communication devices; battery chargers for use with mobile telecommunication devices; batteries for use with mobile telecommunication devices; cables for use with mobile telecommunication devices; earphones for use with mobile telecommunication devices; smartwatches; monitors; headsets for mobile phones; memory cards for use with mobile telecommunication devices. Online game services provided via mobile applications; mobile game services; game facility chains; planning/operating of online game competitions; rental of video games; providing game arcade services; providing game events; providing of entertainment music via video game machines for household; publishing services; electronic library services; museum exhibition services.
A computer-readable recording medium including a program which is executed by a computer apparatus to provide a video game that is progressed by controlling a character operated by a player in a virtual game world, the program causing the computer apparatus to function as: a character generating unit that generates the character operated by the player, wherein the character is of one of a plurality of character classes in the game world, each character class having at least one associated behavioural trait; a character behaviour monitoring unit that evaluates a player-controlled behavioural characteristic of the character and determines whether the evaluated behavioural characteristic satisfies a respective predetermined condition, the predetermined condition being respective to the behavioural trait associated with the class of the character; and an award generating unit that generates at least one of: a positive indicator or reward if the evaluated behavioural characteristic satisfies the respective predetermined condition, or a negative indicator or punishment if the evaluated behavioural characteristic does not satisfy the respective predetermined condition.
A63F 13/58 - Commande des personnages ou des objets du jeu en fonction de la progression du jeu en calculant l’état des personnages du jeu, p. ex. niveau de vigueur, de force, de motivation ou d’énergie
A computer-readable recording medium including a program which is executed by a computer apparatus to provide a video game that is progressed by controlling a character operated by a player in a virtual game world in which the character is vulnerable to attack, the program causing the computer apparatus to function as: an attack analysing unit configured to determine a direction of an incoming attack, and an intensity of the incoming attack or a level of damage inflicted upon the character as a consequence of the incoming attack; and a graphical indicator generating unit configured to generate an on-screen graphical indicator comprising: a first pointing part arranged to indicate the determined direction of the incoming attack, and a second part arranged to indicate the determined intensity of the incoming attack or the determined level of damage inflicted upon the character as a consequence of the incoming attack; wherein the first pointing part and the second part are joined together to form the graphical indicator.
A63F 13/537 - Commande des signaux de sortie en fonction de la progression du jeu incluant des informations visuelles supplémentaires fournies à la scène de jeu, p. ex. en surimpression pour simuler un affichage tête haute [HUD] ou pour afficher une visée laser dans un jeu de tir utilisant des indicateurs, p. ex. en montrant l’état physique d’un personnage de jeu sur l’écran
Embodiments relate to generating image frames including a motion of a character with one or more stretchable body parts by either performing only blending of prestored animation clips or performing both the blending of prestored animation clips and performing inverse kinematics operations where one or more bones in the body parts are stretched or contracted. Choosing whether to perform blending or the inverse kinematics depends on whether predetermined conditions are satisfied or not. Prestored animation clips to be blended may be determined according to the speed of the character when performing the jumping motion. When performing the inverse kinematics, physical properties of the character are simulated to determine the trajectory of the character during the jumping.
A63F 13/56 - Calcul des mouvements des personnages du jeu relativement à d’autres personnages du jeu, à d’autres objets ou d'autres éléments de la scène du jeu, p. ex. pour simuler le comportement d’un groupe de soldats virtuels ou pour l’orientation d’un personnage
G06T 13/80 - Animation bidimensionnelle [2D], p. ex. utilisant des motifs graphiques programmables
Examples described herein include methods for producing an augmented reality image. An example method includes a portable computer terminal obtaining a first estimated position and a first estimated orientation of a first scene; producing a first estimated image of the first scene; obtaining a first camera picture of the first scene; executing a first pattern matching between the first estimated image and the first camera picture; adjusting the approximate position and/or orientation of the portable computer terminal; executing a second pattern matching; and producing an augmented reality image considering the current position and orientation of the portable computer terminal.
G06V 20/20 - ScènesÉléments spécifiques à la scène dans les scènes de réalité augmentée
G06T 7/73 - Détermination de la position ou de l'orientation des objets ou des caméras utilisant des procédés basés sur les caractéristiques
G01S 19/47 - Détermination de position en combinant les mesures des signaux provenant du système de positionnement satellitaire à radiophares avec une mesure supplémentaire la mesure supplémentaire étant une mesure inertielle, p. ex. en hybridation serrée
G06T 19/00 - Transformation de modèles ou d'images tridimensionnels [3D] pour infographie
H04W 4/02 - Services utilisant des informations de localisation
G06V 10/48 - Extraction de caractéristiques d’images ou de vidéos en cartographiant les valeurs caractéristiques du motif en espace paramétrique, p. ex. transformation de Hough
93.
Systems and methods for changing a state of a game object in a video game
A computer-implemented method, gaming device and computer-readable medium for video game. The method includes maintaining a virtual space for a gaming environment. The method also includes repeatedly activating an event zone in the virtual space, wherein for one or more game objects having a position in the virtual space that is within the event zone when the event zone is activated, a state of the one or more game objects in the virtual space is changed. The method further includes displaying on a display device a visual representation of the event zone and a visual representation of a marker, the marker having a position in the virtual space. The method yet further includes changing the position of the marker such that a distance involving the marker and at least part of the event zone is related to a time remaining before the next repeated activation of the event zone.
A63F 13/57 - Simulations de propriétés, de comportement ou de déplacement d’objets dans le jeu, p. ex. calcul de l’effort supporté par un pneu dans un jeu de course automobile
A63F 13/537 - Commande des signaux de sortie en fonction de la progression du jeu incluant des informations visuelles supplémentaires fournies à la scène de jeu, p. ex. en surimpression pour simuler un affichage tête haute [HUD] ou pour afficher une visée laser dans un jeu de tir utilisant des indicateurs, p. ex. en montrant l’état physique d’un personnage de jeu sur l’écran
41 - Éducation, divertissements, activités sportives et culturelles
Produits et services
Film production; production, distribution of feature films; production, distribution of feature films to be shown in movie theaters and on streaming platforms, game consoles, and personal computers; production, distribution of films made specifically to be aired or streamed on television
95.
SYSTEMS AND METHODS FOR CHANGING A STATE OF A GAME OBJECT IN A VIDEO GAME
ABSTRACT A computer-implemented method, gaming device and computer-readable medium for video game. The method includes maintaining a virtual space for a gaming environment. The method also includes repeatedly activating an event zone in the virtual space, wherein for one or more game objects having a position in the virtual space that is within the event zone when the event zone is activated, a state of the one or more game objects in the virtual space is changed. The method further includes displaying on a display device a visual representation of the event zone and a visual representation of a marker, the marker having a position in the virtual space. The method yet further includes changing the position of the marker such that a distance involving the marker and at least part of the event zone is related to a time remaining before the next repeated activation of the event zone. Date Recue/Date Received 2021-01-06
Embodiments relate to generating a character with a stretchable body part in a computer game. A pose of a body part of the character is received. The body part includes at least one base joint, bones connected via the at least one base joint, and an end effector coupled to one of the bones. An end effector position is received. The end effector position is where an end effector of the body part is to be placed in an updated pose. Inverse kinematics operations are performed to determine the updated pose of the body part by at least changing a length of one of the bones to place the end effector at the end effector position responsive to receiving the pose of the body part and the end effector position.
A63F 13/57 - Simulations de propriétés, de comportement ou de déplacement d’objets dans le jeu, p. ex. calcul de l’effort supporté par un pneu dans un jeu de course automobile
Embodiments relate to macro-based customization of electronic maps. A computing device stores a macro representing a map feature. The macro includes a set of textures, and the set of textures includes a height map. The computing device places an instance of the macro in an electronic map. The instance of the macro is visually represented in the electronic map based on a set of textures of the instance of the macro that corresponds to the set of textures of the macro. The computing device edits a texture in the set of textures of the instance of the macro. The computing device updates the visual representation of the instance of the macro based on the edit to the texture.
A63F 13/63 - Création ou modification du contenu du jeu avant ou pendant l’exécution du programme de jeu, p. ex. au moyen d’outils spécialement adaptés au développement du jeu ou d’un éditeur de niveau intégré au jeu par le joueur, p. ex. avec un éditeur de niveaux
98.
SYSTEMS AND METHODS FOR IMPROVED PLAYER INTERACTION USING AUGMENTED REALITY
A computer-implemented method, gaming device and computer-readable medium for an Augmented Reality (AR) application. The method includes maintaining an AR gaming environment during a gaming session. The method also includes receiving image data representing a real-world scene including one or more real-world objects. The method also includes detecting in the image data at least one real-world object from a set of detectable real-world objects. The method further includes upon detection of the at least one real-world object in the image data, generating at least one virtual character in the AR gaming environment, the at least one virtual character having an association with the at least one real-world object.
A63F 13/53 - Commande des signaux de sortie en fonction de la progression du jeu incluant des informations visuelles supplémentaires fournies à la scène de jeu, p. ex. en surimpression pour simuler un affichage tête haute [HUD] ou pour afficher une visée laser dans un jeu de tir
A63F 13/56 - Calcul des mouvements des personnages du jeu relativement à d’autres personnages du jeu, à d’autres objets ou d'autres éléments de la scène du jeu, p. ex. pour simuler le comportement d’un groupe de soldats virtuels ou pour l’orientation d’un personnage
09 - Appareils et instruments scientifiques et électriques
41 - Éducation, divertissements, activités sportives et culturelles
Produits et services
Computer game software; computer games recorded on computer discs; video game software; video games recorded on computer discs; downloadable computer games software supplied online by means of multi-media electronic broadcast or network transmission; computer discs; CD-ROMs and DVDs bearing computer game software. Entertainment services; providing online computer game services and providing on-line non-downloadable computer game software; computer game services provided remotely by means of the internet; publishing of computer game publications, namely, books featuring computer games and computer game software.
09 - Appareils et instruments scientifiques et électriques
41 - Éducation, divertissements, activités sportives et culturelles
Produits et services
Computer game software; computer games recorded on computer discs; video game software; video games recorded on computer discs; downloadable computer games software supplied online by means of multi-media electronic broadcast or network transmission; computer discs; CD-ROMs and DVDs bearing computer game software. Entertainment services; providing online computer game services and providing on-line non-downloadable computer game software; computer game services provided remotely by means of the internet; publishing of computer game publications, namely, books featuring computer games and computer game software.