Sony Interactive Entertainment America LLC

United States of America

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IPC Class
A63F 13/335 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections using Internet 14
A63F 13/86 - Watching games played by other players 12
A63F 13/352 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers - Details of game servers involving special game server arrangements, e.g. regional servers connected to a national server or a plurality of servers managing partitions of the game world 10
A63F 13/355 - Performing operations on behalf of clients with restricted processing capabilities, e.g. servers transform changing game scene into an MPEG-stream for transmitting to a mobile phone or a thin client 10
H04L 29/06 - Communication control; Communication processing characterised by a protocol 9
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1.

DYNAMIC AND CUSTOMIZED ACCESS TIERS FOR CUSTOMIZED eSPORTS STREAMS

      
Application Number 17145170
Status Pending
Filing Date 2021-01-08
First Publication Date 2022-07-14
Owner Sony Interactive Entertainment America LLC (USA)
Inventor
  • Smith, Kimberlee
  • Espy, Leslie
  • Kumah, Kojo
  • Nwokafor, Anthony
  • Sheldon, Jennifer
  • Payne, Eman
  • Raji, Oludemilade

Abstract

The present disclosure generally relates to systems and methods to generate dynamic and customizable presentations of eSports events. The presentations may vary according viewing rights associated with various ticket or subscription tiers. Additionally, views may provide feedback to change the perspectives provide during the presentation. In other aspects, the eSports presentation may be modified based on the type of game being played, in game actions analyzed in real time or predicted player actions or tendencies.

IPC Classes  ?

  • A63F 13/86 - Watching games played by other players
  • A63F 13/79 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
  • A63F 13/335 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections using Internet
  • A63F 13/73 - Authorising game programs or game devices, e.g. checking authenticity

2.

Image regularization and retargeting system

      
Application Number 17518521
Grant Number 11908057
Status In Force
Filing Date 2021-11-03
First Publication Date 2022-02-24
Grant Date 2024-02-20
Owner
  • Soul Machines Limited (New Zealand)
  • Sony Interactive Entertainment America LLC (USA)
Inventor
  • Sagar, Mark Andrew
  • Wu, Tim Szu-Hsien
  • Bonniwell, Frank Filipe
  • Alkouh, Homoud B.
  • Hodges, Colin Joseph

Abstract

Systems and methods for image retargeting are provided. Image data may be acquired that includes motion capture data indicative of motion of a plurality of markers disposed on a surface of a first subject. Each of the markers may be associated with a respective location on the first subject. A plurality of blendshapes may be calculated for the motion capture data based on a configuration of the markers. An error function may be identified for the plurality of blendshapes, and it may be determined that the plurality of blendshapes can be used to retarget a second subject based on the error function. The plurality of blendshapes may then be applied to a second subject to generate a new animation.

IPC Classes  ?

  • G06T 13/40 - 3D [Three Dimensional] animation of characters, e.g. humans, animals or virtual beings
  • G06T 13/00 - Animation
  • G06T 7/73 - Determining position or orientation of objects or cameras using feature-based methods
  • G06T 7/246 - Analysis of motion using feature-based methods, e.g. the tracking of corners or segments
  • G06T 15/04 - Texture mapping

3.

Method for ladder ranking in a game

      
Application Number 15688610
Grant Number RE048802
Status In Force
Filing Date 2017-08-28
First Publication Date 2021-11-02
Grant Date 2021-11-02
Owner SONY INTERACTIVE ENTERTAINMENT AMERICA LLC (USA)
Inventor
  • Dhupelia, Shekhar V.
  • Van Datta, Glen
  • Fernandes, Brian
  • Kato, Eiko Erika
  • Mccarroll, William

Abstract

Methods for creating an interactive gaming environment are provided. In various embodiments, methods of the present invention may include initializing an interactive game application at a game server which is then characterized as having an active status, notifying a lobby server concerning the active status of the game server, registering the application with a universe management server via the lobby server, and allowing users to join the interactive gaming environment. The users joining the interactive gaming environment may be identified by a server key obtained from the game server.

IPC Classes  ?

  • A63F 13/71 - Game security or game management aspects using secure communication between game devices and game servers, e.g. by encrypting game data or authenticating players
  • A63F 13/352 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers - Details of game servers involving special game server arrangements, e.g. regional servers connected to a national server or a plurality of servers managing partitions of the game world
  • G06Q 40/00 - Finance; Insurance; Tax strategies; Processing of corporate or income taxes
  • A63F 13/358 - Adapting the game course according to the network or server load, e.g. for reducing latency due to different connection speeds between clients
  • G06Q 10/02 - Reservations, e.g. for tickets, services or events
  • G06Q 20/10 - Payment architectures specially adapted for home banking systems
  • H04L 29/08 - Transmission control procedure, e.g. data link level control procedure
  • H04L 29/06 - Communication control; Communication processing characterised by a protocol
  • A63F 13/335 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections using Internet

4.

Method for ladder ranking in a game

      
Application Number 15688656
Grant Number RE048803
Status In Force
Filing Date 2017-08-28
First Publication Date 2021-11-02
Grant Date 2021-11-02
Owner Sony Interactive Entertainment America LLC (USA)
Inventor
  • Dhupelia, Shekhar V.
  • Van Datta, Glen
  • Fernandes, Brian
  • Kato, Eiko Erika
  • Mccarroll, William

Abstract

Methods for creating an interactive gaming environment are provided. In various embodiments, methods of the present invention may include initializing an interactive game application at a game server which is then characterized as having an active status, notifying a lobby server concerning the active status of the game server, registering the application with a universe management server via the lobby server, and allowing users to join the interactive gaming environment. The users joining the interactive gaming environment. may be identified by a server key obtained from the game server.

IPC Classes  ?

  • G06F 15/16 - Combinations of two or more digital computers each having at least an arithmetic unit, a program unit and a register, e.g. for a simultaneous processing of several programs
  • A63F 13/352 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers - Details of game servers involving special game server arrangements, e.g. regional servers connected to a national server or a plurality of servers managing partitions of the game world
  • G06Q 40/00 - Finance; Insurance; Tax strategies; Processing of corporate or income taxes
  • A63F 13/358 - Adapting the game course according to the network or server load, e.g. for reducing latency due to different connection speeds between clients
  • A63F 13/71 - Game security or game management aspects using secure communication between game devices and game servers, e.g. by encrypting game data or authenticating players
  • G06Q 10/02 - Reservations, e.g. for tickets, services or events
  • G06Q 20/10 - Payment architectures specially adapted for home banking systems
  • H04L 29/08 - Transmission control procedure, e.g. data link level control procedure
  • H04L 29/06 - Communication control; Communication processing characterised by a protocol
  • A63F 13/335 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections using Internet

5.

Method for ladder ranking in a game

      
Application Number 15688592
Grant Number RE048700
Status In Force
Filing Date 2017-08-28
First Publication Date 2021-08-24
Grant Date 2021-08-24
Owner SONY INTERACTIVE ENTERTAINMENT AMERICA LLC (USA)
Inventor
  • Dhupelia, Shekhar V.
  • Van Datta, Glen
  • Fernandes, Brian
  • Kato, Eiko Erika
  • Mccarroll, William

Abstract

Methods for creating an interactive gaming environment are provided. In various embodiments, methods of the present invention may include initializing an interactive game application at a game server which is then characterized as having an active status, notifying a lobby server concerning the active status of the game server, registering the application with a universe management server via the lobby server, and allowing users to join the interactive gaming environment. The users joining the interactive gaming environment may be identified by a server key obtained from the game server.

IPC Classes  ?

  • G06F 15/16 - Combinations of two or more digital computers each having at least an arithmetic unit, a program unit and a register, e.g. for a simultaneous processing of several programs
  • A63F 13/352 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers - Details of game servers involving special game server arrangements, e.g. regional servers connected to a national server or a plurality of servers managing partitions of the game world
  • G06Q 40/00 - Finance; Insurance; Tax strategies; Processing of corporate or income taxes
  • A63F 13/358 - Adapting the game course according to the network or server load, e.g. for reducing latency due to different connection speeds between clients
  • A63F 13/71 - Game security or game management aspects using secure communication between game devices and game servers, e.g. by encrypting game data or authenticating players
  • G06Q 10/02 - Reservations, e.g. for tickets, services or events
  • G06Q 20/10 - Payment architectures specially adapted for home banking systems
  • H04L 29/08 - Transmission control procedure, e.g. data link level control procedure
  • H04L 29/06 - Communication control; Communication processing characterised by a protocol
  • A63F 13/335 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections using Internet

6.

Method and apparatus for awarding trophies

      
Application Number 17107007
Grant Number 11565183
Status In Force
Filing Date 2020-11-30
First Publication Date 2021-03-18
Grant Date 2023-01-31
Owner SONY INTERACTIVE ENTERTAINMENT AMERICA LLC (USA)
Inventor
  • Lindquist, Timothy
  • Weising, George
  • Norton, Geoffrey Piers Robert
  • Stine, Jacob P.
  • Tolstov, Dmitri
  • Kazama, Takayuki

Abstract

A computer-implemented method assigns one or more trophies to a user. A game is emulated in response to a request from a client device. A trophy trigger is detected during emulation of the game by comparing a memory value of the emulated game to a predetermined value and assigning the one or more trophies to the user based on the detected trophy trigger.

IPC Classes  ?

  • A63F 13/69 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
  • G06F 16/22 - Indexing; Data structures therefor; Storage structures
  • A63F 13/798 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for assessing skills or for ranking players, e.g. for generating a hall of fame
  • A63F 13/95 - Storage media specially adapted for storing game information, e.g. video game cartridges

7.

Image regularization and retargeting system

      
Application Number 16925320
Grant Number 11176725
Status In Force
Filing Date 2020-07-09
First Publication Date 2020-10-29
Grant Date 2021-11-16
Owner
  • Sony Interactive Entertainment America LLC (USA)
  • Soul Machines Limited (New Zealand)
Inventor
  • Sagar, Mark Andrew
  • Wu, Tim Szu-Hsien
  • Bonniwell, Frank Filipe
  • Alkouh, Homoud B.
  • Hodges, Colin Joseph

Abstract

Systems and methods for image retargeting are provided. Image data may be acquired that includes motion capture data indicative of motion of a plurality of markers disposed on a surface of a first subject. Each of the markers may be associated with a respective location on the first subject. A plurality of blendshapes may be calculated for the motion capture data based on a configuration of the markers. An error function may be identified for the plurality of blendshapes, and it may be determined that the plurality of blendshapes can be used to retarget a second subject based on the error function. The plurality of blendshapes may then be applied to a second subject to generate a new animation.

IPC Classes  ?

  • G06T 13/40 - 3D [Three Dimensional] animation of characters, e.g. humans, animals or virtual beings
  • G06T 13/00 - Animation
  • G06T 7/73 - Determining position or orientation of objects or cameras using feature-based methods
  • G06T 7/246 - Analysis of motion using feature-based methods, e.g. the tracking of corners or segments
  • G06T 15/04 - Texture mapping

8.

SYSTEM AND METHOD FOR CAPTURING AND SHARING CONSOLE GAMING DATA

      
Application Number 16889081
Status Pending
Filing Date 2020-06-01
First Publication Date 2020-09-17
Owner SONY INTERACTIVE ENTERTAINMENT AMERICA LLC (USA)
Inventor Gary, Nathan

Abstract

A system and method for capturing and sharing console gaming data is described. Embodiments capture gameplay data directly at the gaming console, without the need for external hardware. This allows users to easily capture rich console gaming experiences and share them across a variety of outlets. In one embodiment, the methods described herein can be implemented with a patch or driver on the operating system of the user device, rendering it unnecessary to heavily modify the source code of the game.

IPC Classes  ?

  • A63F 13/497 - Partially or entirely replaying previous game actions
  • A63F 13/335 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections using Internet
  • A63F 13/61 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor using advertising information
  • A63F 13/86 - Watching games played by other players

9.

Video Compression System and Method for Compensating for Bandwidth Limitations of a Communication Channel

      
Application Number 16812191
Status Pending
Filing Date 2020-03-06
First Publication Date 2020-07-23
Owner Sony Interactive Entertainment America LLC (USA)
Inventor
  • Van Der Laan, Roger
  • Perlman, Stephen G.

Abstract

A system and method are described below for encoding interactive video used in video games streamed from a server to a client. For example, one embodiment of a computer-implemented method for performing video compression, and detecting a maximum data rate of a communication channel between a server and a client. The method includes transmitting a video stream comprising a series of compressed frames from the server to the client. The method includes detecting that the maximum data rate will be exceeded if a particular frame or frames of the sequence of frames are transmitted from the server to the client over the communication channel. The method includes reducing the frame rate of the video stream by adjusting compression of the video frames being sent from the server to the client to avoid exceeding the maximum data rate.

IPC Classes  ?

  • A63F 13/87 - Communicating with other players during game play, e.g. by e-mail or chat
  • A63F 13/355 - Performing operations on behalf of clients with restricted processing capabilities, e.g. servers transform changing game scene into an MPEG-stream for transmitting to a mobile phone or a thin client
  • A63F 13/358 - Adapting the game course according to the network or server load, e.g. for reducing latency due to different connection speeds between clients
  • A63F 13/352 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers - Details of game servers involving special game server arrangements, e.g. regional servers connected to a national server or a plurality of servers managing partitions of the game world
  • A63F 13/30 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
  • H04L 29/06 - Communication control; Communication processing characterised by a protocol
  • A63F 13/335 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections using Internet
  • A63F 13/33 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections
  • A63F 13/35 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers - Details of game servers
  • H04N 21/21 - Server components or server architectures
  • H04N 21/214 - Specialised server platform, e.g. server located in an airplane, hotel or hospital
  • H04N 21/23 - Processing of content or additional data; Elementary server operations; Server middleware
  • H04N 21/478 - Supplemental services, e.g. displaying phone caller identification or shopping application
  • H04N 21/61 - Network physical structure; Signal processing
  • A63F 13/20 - Input arrangements for video game devices

10.

Virtual reality enhanced through browser connections

      
Application Number 14460280
Grant Number 10599707
Status In Force
Filing Date 2014-08-14
First Publication Date 2020-03-24
Grant Date 2020-03-24
Owner SONY INTERACTIVE ENTERTAINMENT AMERICA LLC (USA)
Inventor Cronin, John

Abstract

Systems and methods for enabling a visitor to access VR representations authored by different authors of locations in a virtual universe via a computer network are provided. A plurality of VR data sets may be stored. Each VR data set may define a VR representation of a location, as well as world wide web data and may be independently authored by a respective author different from the other authors. One or more VR data servers may be adapted to access and transmit the VR data sets, and each VR data set may be associated with a VR data server for access to the VR data set. A domain server may be adapted to access and transmit domain data comprising the location within the universe of each VR representation and the network address of the VR data server associated with the VR representation. Further, a client host may be adapted to communicate with the domain server to receive domain data representing the network address of the VR data server associated with a selected VR representation, the client host further adapted to communicate with that VR data server to access the VR data set defining the VR representation without leaving the virtual universe.

IPC Classes  ?

  • G06F 16/44 - Browsing; Visualisation therefor
  • H04L 29/08 - Transmission control procedure, e.g. data link level control procedure
  • G06F 16/13 - File access structures, e.g. distributed indices
  • G06F 3/0481 - Interaction techniques based on graphical user interfaces [GUI] based on specific properties of the displayed interaction object or a metaphor-based environment, e.g. interaction with desktop elements like windows or icons, or assisted by a cursor's changing behaviour or appearance
  • G06F 16/16 - File or folder operations, e.g. details of user interfaces specifically adapted to file systems
  • G06F 16/954 - Navigation, e.g. using categorised browsing

11.

ASYNCHRONOUS VIRTUAL REALITY INTERACTIONS

      
Application Number US2019015709
Publication Number 2019/177703
Status In Force
Filing Date 2019-01-29
Publication Date 2019-09-19
Owner SONY INTERACTIVE ENTERTAINMENT AMERICA LLC (USA)
Inventor Miyaki, Ken

Abstract

A method is provided, including: recording gameplay metadata generated from execution of a first session of a video game, the execution of the first session being driven by interactive gameplay of the video game by a first user using a first head-mounted display (HMD), wherein the execution of the first session renders a first view of a virtual environment from a first location determined by the interactive gameplay, and based on tracked movement of the first HMD; transmitting the gameplay metadata to a client device; tracking movement of a second HMD; executing, by the client device, a second session of the video game using the gameplay metadata to recreate gameplay events, wherein the execution of the second session renders a second view of the virtual environment from a second location that is determined based on the first location, and based on the tracked movement of the second HMD.

IPC Classes  ?

  • A63F 13/25 - Output arrangements for video game devices
  • A63F 13/211 - Input arrangements for video game devices characterised by their sensors, purposes or types using inertial sensors, e.g. accelerometers or gyroscopes
  • A63F 13/5255 - Changing parameters of virtual cameras according to dedicated instructions from a player, e.g. using a secondary joystick to rotate the camera around a player's character
  • A63F 13/86 - Watching games played by other players
  • A63F 13/212 - Input arrangements for video game devices characterised by their sensors, purposes or types using sensors worn by the player, e.g. for measuring heart beat or leg activity
  • A63F 13/497 - Partially or entirely replaying previous game actions

12.

Asynchronous virtual reality interactions

      
Application Number 15924082
Grant Number 10695665
Status In Force
Filing Date 2018-03-16
First Publication Date 2019-09-19
Grant Date 2020-06-30
Owner SONY INTERACTIVE ENTERTAINMENT AMERICA LLC (USA)
Inventor Miyaki, Ken

Abstract

A method is provided, including: recording gameplay metadata generated from execution of a first session of a video game, the execution of the first session being driven by interactive gameplay of the video game by a first user using a first head-mounted display (HMD), wherein the execution of the first session renders a first view of a virtual environment from a first location determined by the interactive gameplay, and based on tracked movement of the first HMD; transmitting the gameplay metadata to a client device; tracking movement of a second HMD; executing, by the client device, a second session of the video game using the gameplay metadata to recreate gameplay events, wherein the execution of the second session renders a second view of the virtual environment from a second location that is determined based on the first location, and based on the tracked movement of the second HMD.

IPC Classes  ?

  • A63F 13/25 - Output arrangements for video game devices
  • A63F 13/52 - Controlling the output signals based on the game progress involving aspects of the displayed game scene
  • A63F 13/86 - Watching games played by other players
  • A63F 13/212 - Input arrangements for video game devices characterised by their sensors, purposes or types using sensors worn by the player, e.g. for measuring heart beat or leg activity
  • A63F 13/497 - Partially or entirely replaying previous game actions
  • A63F 13/5255 - Changing parameters of virtual cameras according to dedicated instructions from a player, e.g. using a secondary joystick to rotate the camera around a player's character
  • A63F 13/211 - Input arrangements for video game devices characterised by their sensors, purposes or types using inertial sensors, e.g. accelerometers or gyroscopes

13.

BUILDING VIRTUAL REALITY (VR) GAMING ENVIRONMENTS USING REAL-WORLD MODELS

      
Application Number US2019014624
Publication Number 2019/172999
Status In Force
Filing Date 2019-01-22
Publication Date 2019-09-12
Owner SONY INTERACTIVE ENTERTAINMENT AMERICA LLC (USA)
Inventor
  • Li, Miao
  • He, Shawn

Abstract

A method for building a gaming environment. The method includes accessing a base VR model of a real-world environment from a third party mapping data store, wherein the real-world environment includes a plurality of real-world objects. The method includes augmenting a first object in the base VR model that corresponds to a first real-world object in the real-world environment. The method includes stitching in the first object that is augmented into the base VR model to generate an augmented base VR model. The method includes storing the augmented base VR model to a library data store comprising a plurality of augmented base VR models for use as virtual environments of corresponding gaming applications storing the augmented base VR model to a library data store comprising a plurality of augmented base VR models. The method includes using one or more of the plurality of augmented base VR models to define a virtual environment of a gaming application.

IPC Classes  ?

  • A63F 13/65 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor automatically by game devices or servers from real world data, e.g. measurement in live racing competition
  • G06T 17/00 - 3D modelling for computer graphics

14.

METHODS AND SYSTEMS FOR PROVIDING SHORTCUTS FOR FAST LOAD WHEN MOVING BETWEEN SCENES IN VIRTUAL REALITY

      
Application Number US2019014369
Publication Number 2019/156798
Status In Force
Filing Date 2019-01-18
Publication Date 2019-08-15
Owner SONY INTERACTIVE ENTERTAINMENT AMERICA LLC (USA)
Inventor Miyaki, Ken

Abstract

Methods and systems for providing access to virtual scenes of an interactive application include receiving a selection of the interactive application. In response to the selection, a virtual scene of the application is provided. Interactivity of the user detected in the virtual scene is processed to identify predicted interaction with visual options in the virtual scene. The processing continues till a threshold of actions indicative of imminent selection of one of the visual options is reached. A second virtual scene associated with the visual option that was identified to be imminently selected, is pre-loaded, based on achieving the threshold. The second virtual scene is executed using the pre-loaded content, when the visual option associated with the second virtual scene is selected, so as to enable full rendering of the second virtual scene for user interaction.

IPC Classes  ?

  • A63F 13/25 - Output arrangements for video game devices
  • A63F 13/211 - Input arrangements for video game devices characterised by their sensors, purposes or types using inertial sensors, e.g. accelerometers or gyroscopes
  • A63F 13/5255 - Changing parameters of virtual cameras according to dedicated instructions from a player, e.g. using a secondary joystick to rotate the camera around a player's character
  • A63F 13/212 - Input arrangements for video game devices characterised by their sensors, purposes or types using sensors worn by the player, e.g. for measuring heart beat or leg activity
  • A63F 13/67 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor adaptively or by learning from player actions, e.g. skill level adjustment or by storing successful combat sequences for re-use

15.

Three dimensional digital content editing in virtual reality

      
Application Number 15845125
Grant Number 10671239
Status In Force
Filing Date 2017-12-18
First Publication Date 2019-06-20
Grant Date 2020-06-02
Owner Sony Interactive Entertainment America LLC (USA)
Inventor
  • Platt, Stuart
  • Khan, Mohammed Aafaq

Abstract

A method for editing. The method includes receiving a sequence of interactive VR scenes of digital content, each interactive VR scene showing a 3D gaming environment. The method includes placing the sequence of interactive VR scenes within a 3D editing space. The method includes sending a view of the 3D editing space including at least one of the sequence of interactive VR scenes to an HMD for viewing by the user. The method includes receiving at least one input editing command from a device of the user. The method includes modifying the sequence of interactive VR scenes in response to the input editing command, wherein the at least one editing command is provided through an input enabled while wearing the HMD and viewing the 3D editing space via the HMD so as to provide real-time views showing modifications made to the sequence of interactive VR scenes.

IPC Classes  ?

  • G06F 3/048 - Interaction techniques based on graphical user interfaces [GUI]
  • G06F 3/0481 - Interaction techniques based on graphical user interfaces [GUI] based on specific properties of the displayed interaction object or a metaphor-based environment, e.g. interaction with desktop elements like windows or icons, or assisted by a cursor's changing behaviour or appearance
  • G06T 19/20 - Editing of 3D images, e.g. changing shapes or colours, aligning objects or positioning parts
  • G06F 3/01 - Input arrangements or combined input and output arrangements for interaction between user and computer
  • G06F 3/16 - Sound input; Sound output
  • G11B 27/031 - Electronic editing of digitised analogue information signals, e.g. audio or video signals
  • H04N 13/344 - Displays for viewing with the aid of special glasses or head-mounted displays [HMD] with head-mounted left-right displays
  • G06F 3/0482 - Interaction with lists of selectable items, e.g. menus

16.

ULTRA HIGH-SPEED LOW-LATENCY NETWORK STORAGE

      
Application Number US2018058350
Publication Number 2019/112710
Status In Force
Filing Date 2018-10-31
Publication Date 2019-06-13
Owner SONY INTERACTIVE ENTERTAINMENT AMERICA LLC (USA)
Inventor
  • Colenbrander, Roelof
  • Pajaro, Cliff
  • Low, Kim-Huei

Abstract

Non-volatile memory over fabric (NVMe-oF) is used to stream video, computer games, and the like to client devices from network storage embodied by solid state storage devices (SSDs) (204, 212). To provide for redundancy, multiple copies of a single piece of content, e.g., a computer game or video file, are stored (800) on multiple SSDs. To provide information to address the block-level storage based on a client demand for the content, a data structure correlates (802) each content with the SSDs and related block numbers at which the content is stored. Sourcing of the content as it is being streamed may be dynamically switched (1012) between SSDs to provide for load balancing or loss of a SSD.

IPC Classes  ?

  • G06F 3/06 - Digital input from, or digital output to, record carriers
  • G06F 12/02 - Addressing or allocation; Relocation
  • G06F 13/12 - Program control for peripheral devices using hardware independent of the central processor, e.g. channel or peripheral processor
  • H04L 29/08 - Transmission control procedure, e.g. data link level control procedure

17.

SHADOW BANNING IN SOCIAL VR SETTING

      
Application Number US2018061488
Publication Number 2019/103928
Status In Force
Filing Date 2018-11-16
Publication Date 2019-05-31
Owner SONY INTERACTIVE ENTERTAINMENT AMERICA LLC (USA)
Inventor Miyaki, Ken

Abstract

Shadow banning a participant within a social VR system includes: receiving and forwarding an identity of the participant, who may be shadow banned; recognizing and tracking inappropriate behaviors including inappropriate language and comments, inappropriate gestures, and inappropriate movements; receiving and processing the recognized and tracked inappropriate behaviors of the participant; generating a safety rating based on the processed inappropriate behaviors; comparing the safety rating to a threshold value; and outputting a signal to label the participant as a griefer and shadow ban the griefer when the safety rating is greater than the threshold value.

IPC Classes  ?

  • G06Q 99/00 - Subject matter not provided for in other groups of this subclass

18.

GENERATION AND CUSTOMIZATION OF PERSONALIZED AVATARS

      
Application Number US2018058154
Publication Number 2019/099182
Status In Force
Filing Date 2018-10-30
Publication Date 2019-05-23
Owner SONY INTERACTIVE ENTERTAINMENT AMERICA LLC (USA)
Inventor
  • Santhosh, Sreelata
  • Salazar, Arthur

Abstract

The generation and customization of personalized avatars is based on matching (606) a user's image to computer game avatars by identifying which game avatar the user is closest to resembling. A database of avatar images from various games is established and updated as game publishers upload new avatars to it, refreshing the database as new games are released. Users upload (600) their own picture following preset guidelines and image fingerprinting is used (602), e.g., using perceptual hashing techniques, to detect the closest avatar in similarity to the user. Alternatively, an image of the user can be combined (704) with an image of an avatar to render (706) a morphed avatar image.

IPC Classes  ?

  • G06F 3/048 - Interaction techniques based on graphical user interfaces [GUI]

19.

SYSTEMS, METHOD, AND DEVICES FOR CREATING A VIDEO ANIMATION SEQUENCE

      
Application Number US2018058526
Publication Number 2019/099201
Status In Force
Filing Date 2018-10-31
Publication Date 2019-05-23
Owner SONY INTERACTIVE ENTERTAINMENT AMERICA LLC (USA)
Inventor
  • Zhang, Xun
  • Swenson, David Scott, Lee

Abstract

A spline-based animation process creates an animation sequence. The process receives a plurality of frames that illustrate a figure based on a design template (e.g., which includes a skeleton having segments). The process further identifies a spine segment, generates hip, shoulder, and head segments at respective positions relative to the spine segment, identifies limb and facial feature segments, and converts the segments into respective splines bound between endpoints. The process further determines changes between frames for respective splines and animates movement of the figure over a sequence of frames based on the changes.

IPC Classes  ?

  • G06T 15/04 - Texture mapping
  • G06T 13/40 - 3D [Three Dimensional] animation of characters, e.g. humans, animals or virtual beings
  • A63F 13/52 - Controlling the output signals based on the game progress involving aspects of the displayed game scene

20.

SPECTATOR VIEW INTO AN INTERACTIVE GAMING WORLD SHOWCASED IN A LIVE EVENT HELD IN A REAL-WORLD VENUE

      
Application Number US2018047606
Publication Number 2019/067112
Status In Force
Filing Date 2018-08-22
Publication Date 2019-04-04
Owner SONY INTERACTIVE ENTERTAINMENT AMERICA LLC (USA)
Inventor Sarkar, Bhaswar

Abstract

A method including establishing a multi-player gaming session of a gaming application that generates an interactive gaming world, the live event being a real- world venue where players playing the gaming application are present. A 3D live view of the venue is generated based on captured video streams, and generated for a physical POV anchored to a physical location in the venue. The 3D live view is streamed to an HMD of a remote user located outside the venue, and presents an augmented reality view of the live event. A request is received from the remote user to jump into the gaming session as a spectator of the interactive gaming world from a virtual POV defined by a virtual location in the gaming world. The spectator view is delivered to the HMD of the remote user for display, the spectator view presenting a virtual reality view of the interactive gaming world.

IPC Classes  ?

  • A63F 13/86 - Watching games played by other players
  • A63F 13/335 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections using Internet
  • A63F 13/65 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor automatically by game devices or servers from real world data, e.g. measurement in live racing competition

21.

AUGMENTING VIRTUAL REALITY VIDEO GAMES WITH FRIEND AVATARS

      
Application Number US2018053127
Publication Number 2019/067722
Status In Force
Filing Date 2018-09-27
Publication Date 2019-04-04
Owner SONY INTERACTIVE ENTERTAINMENT AMERICA LLC (USA)
Inventor
  • Khan, Mohammed
  • Devico, Matt
  • He, Shawn

Abstract

Methods and systems are provided for augmenting a video game with an avatar of a real world person. A method provides for executing a video game being played by a user via a head mounted display (HMD). The method includes operations for identifying a generic spectator within the video game and determining virtual coordinates associated with the generic spectator. The method also provides receiving data associated with an avatar of a real world person that is usable to display the avatar within the video game in three-dimensional (3D) form. The method provides removing the generic spectator from view within the video game and inserting the avatar into the video game at the virtual coordinates associated with the generic spectator. The method further provides rendering a virtual reality (VR) presentation of the video game for the user having a view of the avatar and sending the VR presentation to an HMD of the user for display.

IPC Classes  ?

  • A63F 13/26 - Output arrangements for video game devices having at least one additional display device, e.g. on the game controller or outside a game booth
  • A63F 13/355 - Performing operations on behalf of clients with restricted processing capabilities, e.g. servers transform changing game scene into an MPEG-stream for transmitting to a mobile phone or a thin client
  • A63F 13/655 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor automatically by game devices or servers from real world data, e.g. measurement in live racing competition by importing photos, e.g. of the player
  • A63F 13/5255 - Changing parameters of virtual cameras according to dedicated instructions from a player, e.g. using a secondary joystick to rotate the camera around a player's character
  • A63F 13/86 - Watching games played by other players
  • A63F 13/795 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for providing a buddy list

22.

VENUE MAPPING FOR VIRTUAL REALITY SPECTATING OF ELECTRONIC SPORTS

      
Application Number US2018052744
Publication Number 2019/067480
Status In Force
Filing Date 2018-09-25
Publication Date 2019-04-04
Owner SONY INTERACTIVE ENTERTAINMENT AMERICA LLC (USA)
Inventor
  • Khan, Mohammed
  • Sarkar, Bhaswar

Abstract

In some implementations, a method is provided, including the following operations: receiving, over a network from a client device, a request to spectate a live event through a head-mounted display by a virtual reality spectator; assigning the virtual reality spectator to a seat in a venue in which the live event takes place; receiving a plurality of video feeds from a plurality of cameras positioned in the venue; accessing video processing parameters that are stored in association with the seat; using the video processing parameters to select and stitch selected ones of the video feeds to generate a composite video that provides a view of the venue from a perspective that is substantially defined by a 3D location of the seat in the venue; transmitting the composite video over the network to the client device for rendering to the head-mounted display.

IPC Classes  ?

  • A63F 13/86 - Watching games played by other players
  • A63F 13/26 - Output arrangements for video game devices having at least one additional display device, e.g. on the game controller or outside a game booth
  • G02B 27/01 - Head-up displays
  • A63F 13/5252 - Changing parameters of virtual cameras using two or more virtual cameras concurrently or sequentially, e.g. automatically switching between fixed virtual cameras when a character changes room or displaying a rear-mirror view in a car-driving game
  • H04N 13/344 - Displays for viewing with the aid of special glasses or head-mounted displays [HMD] with head-mounted left-right displays
  • H04N 13/279 - Image signal generators from 3D object models, e.g. computer-generated stereoscopic image signals the virtual viewpoint locations being selected by the viewers or determined by tracking

23.

VIRTUAL REALITY PRESENTATION OF REAL WORLD SPACE

      
Application Number US2018052986
Publication Number 2019/067640
Status In Force
Filing Date 2018-09-26
Publication Date 2019-04-04
Owner SONY INTERACTIVE ENTERTAINMENT AMERICA LLC (USA)
Inventor
  • Khan, Mohammed
  • Li, Miao
  • Miyaki, Ken

Abstract

Methods and systems are provided for delivering a virtual reality (VR) experience of a real world space to a remote user via a head mounted display (HMD). A method provides for sending a request for the VR experience of the real world space and identifying a seat selection made by the user. The method includes operations for mapping the seat selection to a real world capture system for capturing video and audio at a location that corresponds to the seat selection and receiving real world coordinates for the real world capture system. Further, the method accesses a user profile of the user and receives a video stream of the real world space captured by the real world capture system. The method is able to identify and reskin a real world object with a graphical content element by overlaying the graphical content item in place of the image data associated with the real world object.

IPC Classes  ?

  • A63F 13/86 - Watching games played by other players
  • A63F 13/213 - Input arrangements for video game devices characterised by their sensors, purposes or types comprising photodetecting means, e.g. cameras, photodiodes or infrared cells
  • A63F 13/216 - Input arrangements for video game devices characterised by their sensors, purposes or types using geographical information, e.g. location of the game device or player using GPS
  • A63F 13/5255 - Changing parameters of virtual cameras according to dedicated instructions from a player, e.g. using a secondary joystick to rotate the camera around a player's character
  • A63F 13/53 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
  • A63F 13/655 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor automatically by game devices or servers from real world data, e.g. measurement in live racing competition by importing photos, e.g. of the player
  • H04N 13/117 - Transformation of image signals corresponding to virtual viewpoints, e.g. spatial image interpolation the virtual viewpoint locations being selected by the viewers or determined by viewer tracking
  • G06T 19/00 - Manipulating 3D models or images for computer graphics

24.

ATTENTION-BASED AI DETERMINATION OF PLAYER CHOICES

      
Application Number US2018047187
Publication Number 2019/055175
Status In Force
Filing Date 2018-08-21
Publication Date 2019-03-21
Owner SONY INTERACTIVE ENTERTAINMENT AMERICA LLC (USA)
Inventor Timm, Paul

Abstract

Using a camera (302) or other tracking hardware, the attention of a player (300) of a computer game (based on gaze direction, for instance) is tracked (402) at key/predetermined points during game play. For example, when the player enters a new area in the game such as a simulated room, town, etc., it is determined (404) what the player's gaze focuses on more, e.g., a dog huddled in the corner, a nobleman with obvious signs of wealth, or a shifty appearing figure in the shadows. Based on this input, one or more factors of future gameplay are determined (408), such as an order in which to present encounters/challenges, adjusting a character's "morality" score/flag, adjusting bonuses/penalties to non-player character (NPC) interactions, etc.

IPC Classes  ?

  • G07F 17/32 - Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements

25.

Systems and methods for detecting and displaying a boundary associated with player movement

      
Application Number 15977235
Grant Number 10543425
Status In Force
Filing Date 2018-05-11
First Publication Date 2018-11-22
Grant Date 2020-01-28
Owner SONY INTERACTIVE ENTERTAINMENT AMERICA LLC (USA)
Inventor
  • Luisi, Seth
  • Rogers, Mark

Abstract

Systems and methods for indicating that a boundary is crossed during execution of a video game are described. One of the methods includes generating, by a camera, a field-of-view, the field-of-view encompassing a plurality of boundaries that define a volume. The method further includes capturing, by the camera, one or more images of a head-mounted display (HMD) within the field-of-view. The method includes identifying, by a processor, a position of the HMD in a real-world environment from the one or more images. The method includes determining, by the processor, whether the HMD at the position has crossed one of the boundaries. The method includes generating one or more video frames including a guard rail upon determining that the HMD has crossed the one of the boundaries and sending the one or more video frames to the HMD for display.

IPC Classes  ?

  • A63F 13/26 - Output arrangements for video game devices having at least one additional display device, e.g. on the game controller or outside a game booth
  • G06T 7/73 - Determining position or orientation of objects or cameras using feature-based methods
  • G06T 11/00 - 2D [Two Dimensional] image generation
  • A63F 13/213 - Input arrangements for video game devices characterised by their sensors, purposes or types comprising photodetecting means, e.g. cameras, photodiodes or infrared cells
  • G06T 11/60 - Editing figures and text; Combining figures or text

26.

SYSTEMS AND METHODS FOR USING A DISTRIBUTED GAME ENGINE

      
Application Number US2018023410
Publication Number 2018/187032
Status In Force
Filing Date 2018-03-20
Publication Date 2018-10-11
Owner SONY INTERACTIVE ENTERTAINMENT AMERICA LLC (USA)
Inventor Colenbrander, Roelof, Roderick

Abstract

A method for using a distributed game engine includes receiving a request from a user account via a computer network to play a game, identifying processing power assignment for the user account, and determining node assembly for the user account to utilize two or more processing nodes for the play of the game based on the processing power assignment. The method further includes initializing the two or more processing nodes for execution of the game for the user account. The operation of initializing is performed to set up a transfer of processing code for the game from one processing nods to another processing node. The method includes defining an internal communication channel between the two or more processing nodes for exchange of state information of the game. The exchange of state information is performed to enable shared processing of the game by the two or more nodes.

IPC Classes  ?

  • A63F 13/35 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers - Details of game servers
  • H04L 29/08 - Transmission control procedure, e.g. data link level control procedure
  • A63F 13/352 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers - Details of game servers involving special game server arrangements, e.g. regional servers connected to a national server or a plurality of servers managing partitions of the game world

27.

Image regularization and retargeting system

      
Application Number 15913825
Grant Number 10783690
Status In Force
Filing Date 2018-03-06
First Publication Date 2018-07-12
Grant Date 2020-09-22
Owner SONY INTERACTIVE ENTERTAINMENT AMERICA LLC (USA)
Inventor
  • Sagar, Mark Andrew
  • Wu, Tim Szu-Hsien
  • Bonniwell, Frank Filipe
  • Alkouh, Homoud B.
  • Hodges, Colin Joseph

Abstract

Systems and methods for image retargeting are provided. Image data may be acquired that includes motion capture data indicative of motion of a plurality of markers disposed on a surface of a first subject. Each of the markers may be associated with a respective location on the first subject. A plurality of blendshapes may be calculated for the motion capture data based on a configuration of the markers. An error function may be identified for the plurality of blendshapes, and it may be determined that the plurality of blendshapes can be used to retarget a second subject based on the error function. The plurality of blendshapes may then be applied to a second subject to generate a new animation.

IPC Classes  ?

  • G06T 13/40 - 3D [Three Dimensional] animation of characters, e.g. humans, animals or virtual beings
  • G06T 13/00 - Animation
  • G06T 7/73 - Determining position or orientation of objects or cameras using feature-based methods
  • G06T 7/246 - Analysis of motion using feature-based methods, e.g. the tracking of corners or segments
  • G06T 15/04 - Texture mapping

28.

REMASTERING BY EMULATION

      
Application Number US2017055844
Publication Number 2018/097905
Status In Force
Filing Date 2017-10-10
Publication Date 2018-05-31
Owner SONY INTERACTIVE ENTERTAINMENT AMERICA LLC (USA)
Inventor
  • Lindquist, Timothy
  • Weising, George

Abstract

Each asset such as a texture (502) called for by legacy software such as a legacy computer game software has a unique identifier associated with it. The unique identifier can be rendered by imposing (304) a hash on the asset, and then the asset stored (308) with its identifier in a data structure. An artist remasters the textures for presentation on a higher resolution display (500) than envisioned in the original software, and stores them back in the data structure with their identifiers. The original software is then played (800) on the higher resolution display, with asset (such as texture) calls being intercepted, identified, and the data structure entered (802-806) to retrieve the remastered asset having a matching identifier. The remastered asset is then inserted (808) on the fly into the game presentation.

IPC Classes  ?

  • A63F 13/69 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions

29.

CONFIGURATION OF DATA AND POWER TRANSFER IN NEAR FIELD COMMUNICATIONS

      
Application Number US2017055778
Publication Number 2018/089144
Status In Force
Filing Date 2017-10-09
Publication Date 2018-05-17
Owner SONY INTERACTIVE ENTERTAINMENT AMERICA LLC (USA)
Inventor
  • Milne, James Richard
  • Xiong, True
  • Mccoy, Charles

Abstract

Some embodiments disclosed herein provide a method for configuring wireless power and data transfer between consumer electronic (CE) devices. The method comprises identifying a plurality of antenna systems including at least a first antenna system and a second antenna system. At least the first antenna system is cooperated with a first CE device and the second antenna system is cooperated with a separate second CE device. Each of the plurality of antenna systems comprises a power transfer antenna and one or more communications antennas. The system provides a graphical user interface to illustrate each of the identified antenna systems, and receives user instructions corresponding to at least two of the identified antenna systems, to generate configuration instructions in accordance with the user instructions, and to configure selected CE devices in accordance with the configuration instructions.

IPC Classes  ?

  • H04B 5/00 - Near-field transmission systems, e.g. inductive loop type
  • H04W 12/06 - Authentication
  • H02J 7/00 - Circuit arrangements for charging or depolarising batteries or for supplying loads from batteries
  • H02J 7/02 - Circuit arrangements for charging or depolarising batteries or for supplying loads from batteries for charging batteries from ac mains by converters
  • H02J 50/20 - Circuit arrangements or systems for wireless supply or distribution of electric power using microwaves or radio frequency waves
  • H04L 12/28 - Data switching networks characterised by path configuration, e.g. LAN [Local Area Networks] or WAN [Wide Area Networks]

30.

ADDRESSING INSIDE-ENTERPRISE HACK ATTEMPTS

      
Application Number US2017046935
Publication Number 2018/063544
Status In Force
Filing Date 2017-08-15
Publication Date 2018-04-05
Owner SONY INTERACTIVE ENTERTAINMENT AMERICA LLC (USA)
Inventor Rook, Derek

Abstract

An enterprise computer network is monitored to detect and neutralize security breaches. In a first case failed login attempts to multiple target machines (608) are noted (400, 402) and if they come from one machine or a small number of originating machines (606), a password spraying attack from the originating machines is indicated (404), resulting in the originating machines (606) being segregated from the system (406). In another case, multiple indicators of compromise are used to determine (504) whether an enterprise machine (606, 608) is infected with malware and only if multiple indicators are present is the machine segregated (508) from the system.

IPC Classes  ?

  • H04L 29/06 - Communication control; Communication processing characterised by a protocol
  • G06F 21/00 - Security arrangements for protecting computers, components thereof, programs or data against unauthorised activity

31.

OBFUSCATED SECRET KEY DERIVATION FOR NON-SECURE COMMERCIAL OFF-THE-SHELF (COTS) DEVICES

      
Application Number US2017047069
Publication Number 2018/063548
Status In Force
Filing Date 2017-08-16
Publication Date 2018-04-05
Owner SONY INTERACTIVE ENTERAINMENT AMERICA LLC (USA)
Inventor Cotta, Bryan

Abstract

One or more device-specific serial numbers (200) are processed by a chaotic function (202) to render an output (210), which is used to derive at least one encryption key.

IPC Classes  ?

  • H04L 9/00 - Arrangements for secret or secure communications; Network security protocols

32.

METHOD AND SYSTEM FOR ACCESSING PREVIOUSLY STORED GAME PLAY VIA VIDEO RECORDING AS EXECUTED ON A GAME CLOUD SYSTEM

      
Application Number US2017042251
Publication Number 2018/017428
Status In Force
Filing Date 2017-07-14
Publication Date 2018-01-25
Owner SONY INTERACTIVE ENTERTAINMENT AMERICA LLC (USA)
Inventor Benedetto, Warren

Abstract

A method for gaming, including receiving from a client device of a user selection of a video recording of game play of a player for a gaming application, and streaming the video recording to the client device. The video recording is associated with a snapshot captured at a first point in the recorded game play. Selection of a jump point in the recorded game play is received from the client device. An instance of the gaming application is initiated based on the snapshot to initiate a jump game play. Input commands used to direct the game play and associated with the snapshot are accessed. Image frames are generated based on the input commands for rendering at the client device, the image frames replaying the game play to the jump point. Input commands from the client device are handled beginning from the jump point for the jump game play.

IPC Classes  ?

  • H04N 21/478 - Supplemental services, e.g. displaying phone caller identification or shopping application
  • A63F 13/49 - Saving the game status; Pausing or ending the game
  • A63F 13/86 - Watching games played by other players
  • A63F 13/47 - Controlling the progress of the video game involving branching, e.g. choosing one of several possible scenarios at a given point in time
  • A63F 13/30 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers

33.

PLANAR MAGNETIC HEADPHONES

      
Application Number US2017031893
Publication Number 2018/013203
Status In Force
Filing Date 2017-05-10
Publication Date 2018-01-18
Owner SONY INTERACTIVE ENTERTAINMENT AMERICA LLC (USA)
Inventor Messingher, Shai

Abstract

Planar magnetic headphones (200) include a single layer of parallel elongated magnets (320) spaced from each other and supported on a magnet holder matrix (322). The holder matrix can be plastic or it can be a metallic permeability plate, with the magnets being on the inside (toward the ear) of the plate. Inboard of the magnets is a plastic dampening matrix (306) that supports a first continuous disk-shaped dampening membrane (308). A serpentine circuit trace (e.g., 400) is established on a thin diaphragm (316) that is outboard of the magnets (320) to excite the magnets (320) and move the diaphragm to produce sound according to the current in the trace (400). Still further outboard of the circuit trace (400) and positioned against a hard plastic outer cover (210) is a second continuous disk-shaped dampening membrane (328). A circular pattern of holes (208) is formed through the outer cover (210).

IPC Classes  ?

  • G10K 11/00 - Methods or devices for transmitting, conducting or directing sound in general; Methods or devices for protecting against, or for damping, noise or other acoustic waves in general
  • H04R 7/04 - Plane diaphragms

34.

USING HMD CAMERA TOUCH BUTTON TO RENDER IMAGES OF A USER CAPTURED DURING GAME PLAY

      
Application Number US2017038187
Publication Number 2018/005153
Status In Force
Filing Date 2017-06-19
Publication Date 2018-01-04
Owner SONY INTERACTIVE ENTERTAINMENT AMERICA LLC (USA)
Inventor Frappiea, Phillip

Abstract

Methods and systems for presenting an image of a user interacting with a video game includes providing images of a virtual reality (VR) scene of the video game for rendering on a display screen of a head mounted display (HMD). The images of the VR scene are generated as part of game play of the video game. An input provided at a user interface on the HMD received during game play is used to initiate a signal to pause the video game and to generate an activation signal to activate an image capturing device. The activation signal causes the image capturing device to capture an image of the user interacting in a physical space. The image of the user captured by the image capturing device during game play is associated with a portion of the video game that corresponds with a time when the image of the user was captured. The association causes the image of the user to be transmitted to the HMD for rendering on the display screen of the HMD.

IPC Classes  ?

  • G02B 27/01 - Head-up displays
  • A63F 13/49 - Saving the game status; Pausing or ending the game
  • A63F 13/40 - Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
  • A63F 13/655 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor automatically by game devices or servers from real world data, e.g. measurement in live racing competition by importing photos, e.g. of the player
  • A63F 13/213 - Input arrangements for video game devices characterised by their sensors, purposes or types comprising photodetecting means, e.g. cameras, photodiodes or infrared cells
  • A63F 13/87 - Communicating with other players during game play, e.g. by e-mail or chat
  • A63F 13/493 - Resuming a game, e.g. after pausing, malfunction or power failure

35.

METHOD AND SYSTEM FOR SAVING A SNAPSHOT OF GAME PLAY AND USED TO BEGIN LATER EXECUTION OF THE GAME PLAY BY ANY USER AS EXECUTED ON A GAME CLOUD SYSTEM

      
Application Number US2017032486
Publication Number 2017/218111
Status In Force
Filing Date 2017-05-12
Publication Date 2017-12-21
Owner SONY INTERACTIVE ENTERTAINMENT AMERICA LLC (USA)
Inventor
  • Benedetto, Warren
  • Noss, Landon
  • Sherwani, Adil
  • Kusumoto, Akihiko

Abstract

A method for navigating through a gaming world, including capturing a plurality of snapshots generated from instances of a video game; generating for display a timeline of a first user playing the video game, wherein the timeline includes snapshot images of at least one user progressing through the video game displayed in relation to a currently rendered image displayed in association with the first user; generating for display in the timeline thumbnails including first snapshot images associated with the first user, wherein the first snapshots shows past progress of the first user in comparison to the currently rendered image; and generating for display in the timeline second thumbnails including second snapshot images associated with a second user, wherein the second snapshot images shows progress of the second user at a point in the video game after the currently rendered image.

IPC Classes  ?

  • H04N 21/478 - Supplemental services, e.g. displaying phone caller identification or shopping application
  • A63F 13/49 - Saving the game status; Pausing or ending the game
  • A63F 13/86 - Watching games played by other players
  • A63F 13/47 - Controlling the progress of the video game involving branching, e.g. choosing one of several possible scenarios at a given point in time
  • A63F 13/30 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers

36.

BROWSER-BASED CLOUD GAMING

      
Application Number US2017033386
Publication Number 2017/218136
Status In Force
Filing Date 2017-05-18
Publication Date 2017-12-21
Owner SONY INTERACTIVE ENTERTAINMENT AMERICA LLC (USA)
Inventor Posin, David

Abstract

A method includes: receiving, from a browser executed by a client device, a request to initiate gameplay of a cloud video game; responsive to the request, transmitting to the client device a web application, and initiating execution of the cloud video game by a cloud game machine to generate a first video stream including video content of the cloud video game that is encoded in a compressed video format and encrypted; transmitting the first video stream from the cloud game machine to a streaming server; decrypting the first video stream by the streaming server to generate encoded video content; transmitting, by the streaming server, the encoded video content using a secure protocol to the web application, thereby defining a second video stream, the web application being configured to receive and process the second video stream to provide the video content of the cloud video game for rendering to a display.

IPC Classes  ?

  • A63F 13/355 - Performing operations on behalf of clients with restricted processing capabilities, e.g. servers transform changing game scene into an MPEG-stream for transmitting to a mobile phone or a thin client
  • A63F 13/34 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using peer-to-peer connections
  • A63F 13/335 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections using Internet
  • A63F 13/352 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers - Details of game servers involving special game server arrangements, e.g. regional servers connected to a national server or a plurality of servers managing partitions of the game world

37.

USER SAVE DATA MIGRATION BASED ON LOCATION INFORMATION

      
Application Number US2017028582
Publication Number 2017/189324
Status In Force
Filing Date 2017-04-20
Publication Date 2017-11-02
Owner SONY INTERACTIVE ENTERTAINMENT AMERICA LLC (USA)
Inventor
  • Gallizzi, Ulrich
  • Breed, Ryan Hamilton
  • Vlasie, Victor

Abstract

Methods and systems for assigning a data center in a second geo location for migrating data in anticipation of receiving a request from a user account from the second geo location includes receiving an indication of a change in geo location of a user from a first geo location to the second geo location. Save data for the user is identified at the first geo location. The save data is analyzed to determine usage trend of the user for the plurality of games. A portion of the save data is identified, based on the usage trend, and transmitted to a second data center in the second geo location in anticipation of the user's likely access of the save data at the second geo location. The save data is made available to game logic of one or more games, when executed on a cloud gaming system, so as to provide current state of game play of the respective one or more games for rendering on a client device of the user used to access the game.

IPC Classes  ?

  • A63F 13/49 - Saving the game status; Pausing or ending the game

38.

CLOUD GAMING DEVICE HANDOVER

      
Application Number US2017028571
Publication Number 2017/189321
Status In Force
Filing Date 2017-04-20
Publication Date 2017-11-02
Owner SONY INTERACTIVE ENTERTAINMENT AMERICA LLC (USA)
Inventor Colenbrander, Roelof, Roderick

Abstract

Methods and systems to identify options of secondary client devices for a device handover of game play include establishing a session of game play of a game for a primary client device by executing the game on a server for streaming video frames to the primary client device. A request is received to generate a profile of one or more secondary client devices that are identified to be local to the primary client device. The profile is configured to identify device attributes for the secondary client devices. A handover option is provided to the primary client device during game play, identifying one or more of the secondary client devices, based on the profile. A selection of a secondary client device identified by the handover option received from the primary client device causes pausing of the streaming of video frames to the primary client device, saving a game state for the game and providing an option to resume play of the game on the secondary client device. A resume request received from the secondary client device causes the game state for the game to be accessed and game play resumed so as to continue streaming video frames to the secondary client device.

IPC Classes  ?

  • A63F 13/355 - Performing operations on behalf of clients with restricted processing capabilities, e.g. servers transform changing game scene into an MPEG-stream for transmitting to a mobile phone or a thin client
  • A63F 13/35 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers - Details of game servers
  • A63F 13/48 - Starting a game, e.g. activating a game device or waiting for other players to join a multiplayer session
  • A63F 13/493 - Resuming a game, e.g. after pausing, malfunction or power failure
  • H04L 29/06 - Communication control; Communication processing characterised by a protocol

39.

SETTING UP GAMING SESSIONS TO REDUCE WAITING TIME

      
Application Number US2017017129
Publication Number 2017/146907
Status In Force
Filing Date 2017-02-09
Publication Date 2017-08-31
Owner SONY INTERACTIVE ENTERTAINMENT AMERICA LLC (USA)
Inventor Prakash, Ramana Bangalore

Abstract

A method for setting up a multiplayer gaming session, the method including: initiating a multiplayer gaming session by a host computing device; generating a list of games and selecting a game from the list of games on the host computing device; determining a list of invitees; generating a group of game configuration options for the selected game by the host computing device; sending a preliminary invitation to the multiplayer gaming session to each invitee of the list of invitees; launching the selected game on an invitee computing device of each invitee of the list of invitees; selecting game configuration options from the generated group of game configuration options; sending a final invitation to the multiplayer gaming session to each invitee of the list of invitees.

IPC Classes  ?

  • A63F 9/24 - Games using electronic circuits not otherwise provided for
  • A63F 13/327 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using local area network [LAN] connections using wireless networks, e.g. Wi-Fi or piconet
  • A63F 13/335 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections using Internet
  • A63F 13/34 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using peer-to-peer connections
  • A63F 13/35 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers - Details of game servers
  • A63F 13/40 - Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
  • A63F 13/44 - Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment involving timing of operations, e.g. performing an action within a time slot
  • A63F 13/45 - Controlling the progress of the video game
  • A63F 13/795 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for providing a buddy list
  • G06F 3/0482 - Interaction with lists of selectable items, e.g. menus
  • G06F 9/445 - Program loading or initiating

40.

GAME SELECTION AND INVITATION PROCESS

      
Application Number US2017017138
Publication Number 2017/146908
Status In Force
Filing Date 2017-02-09
Publication Date 2017-08-31
Owner SONY INTERACTIVE ENTERTAINMENT AMERICA LLC (USA)
Inventor Prakash, Ramana Bangalore

Abstract

Setting up a multiplayer gaming session, including: initiating a multiplayer gaming session; selecting at least one invitee; retrieving a list of games for each invitee of the selected at least one invitee; combining the list of games for each invitee into a merged list of games; sorting the merged list of games by most commonly owned; selecting a game from the merged list of games for the multiplayer gaming session; and sending an invitation to the multiplayer gaming session to each invitee of the selected at least one invitee.

IPC Classes  ?

  • A63F 9/24 - Games using electronic circuits not otherwise provided for
  • A63F 13/30 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers

41.

METHODS AND SYSTEMS FOR NAVIGATION WITHIN VIRTUAL REALITY SPACE USING HEAD MOUNTED DISPLAY

      
Application Number US2017013394
Publication Number 2017/131970
Status In Force
Filing Date 2017-01-13
Publication Date 2017-08-03
Owner SONY INTERACTIVE ENTERTAINMENT AMERICA LLC (USA)
Inventor Perry, David

Abstract

Video data is transmitted to a head mounted display for display of a virtual reality scene within the head mounted display. The virtual reality scene includes multiple objects representing display screens of computing sources or information sources. Upon detecting movement of the head mounted display, an adjustment of the virtual reality scene is generated in which a field of view of the user is moved within the virtual reality scene, and a focus direction of the user is determined. Based on the focus direction of the user, an object of current focus of the user within the virtual reality scene is determined. The virtual reality scene is adjusted to move the object of current focus of the user toward a point of view of the user within the virtual reality scene. Audio content associated with the object of current focus of the user is provided to the head mounted display.

IPC Classes  ?

  • G06F 3/01 - Input arrangements or combined input and output arrangements for interaction between user and computer

42.

NOSTALGIC CONTENT SYSTEM FOR MULTIMEDIA SERVICE PROVIDER

      
Application Number US2016060178
Publication Number 2017/123313
Status In Force
Filing Date 2016-11-02
Publication Date 2017-07-20
Owner SONY INTERACTIVE ENTERTAINMENT AMERICA LLC (USA)
Inventor Perry, David

Abstract

Methods, systems, and computer programs are presented for presenting nostalgic items in a user interface. One method includes an operation for identifying, by a server, a plurality of nostalgia groups, each nostalgia group including one or more group parameters that define which multimedia items are associated with the nostalgia group, such as a time period. The method further includes operations for determining membership of a user in a first nostalgia group from the plurality of nostalgia groups based on user information about the user, and for receiving a request from a computing device of the user to access a multimedia interface. The method further includes operations for selecting one or more nostalgia multimedia items for the user based on the membership of the user in the first nostalgia group, and for sending the multimedia interface that includes the selected one or more nostalgia multimedia items.

IPC Classes  ?

  • G06Q 50/00 - Systems or methods specially adapted for specific business sectors, e.g. utilities or tourism
  • H04L 29/08 - Transmission control procedure, e.g. data link level control procedure
  • G06F 17/30 - Information retrieval; Database structures therefor

43.

PERSISTENT AUTONOMOUS AGENTS

      
Application Number US2016061004
Publication Number 2017/116566
Status In Force
Filing Date 2016-11-08
Publication Date 2017-07-06
Owner SONY INTERACTIVE ENTERTAINMENT AMERICA LLC (USA)
Inventor Rogers, Mark

Abstract

The systems and methods are directed towards object driven attributes for characters within a network-based game. More specifically, characters within a network-based game have various attributes that are influenced with the association and/or possession of objects provided by the user. These user-provided objects impact one or more attributes possessed by a character within the network-based game thereby influencing the character's actions, personality and motivations. In other embodiments, the characters within the network-based game communicate with players using a variety of methods such as social media, e-mail and text. The communications provide in-game updates for the player to view. The player can provide natural language commands or responses for the characters that may influence the character's actions within the game.

IPC Classes  ?

  • A63F 13/825 - Fostering virtual characters
  • A63F 13/822 - Strategy games; Role-playing games 
  • A63F 13/20 - Input arrangements for video game devices
  • A63F 13/332 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections using wireless networks, e.g. cellular phone networks
  • A63F 13/40 - Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
  • A63F 13/45 - Controlling the progress of the video game
  • A63F 9/24 - Games using electronic circuits not otherwise provided for

44.

WEB EXPLORER FOR GAMING PLATFORM INTERFACE

      
Application Number US2016067869
Publication Number 2017/116868
Status In Force
Filing Date 2016-12-20
Publication Date 2017-07-06
Owner SONY INTERACTIVE ENTERTAINMENT AMERICA LLC (USA)
Inventor
  • Posin, David
  • Nwokafor, Anthony
  • Schwartz, Ari
  • Manez, Dan
  • Jordan, Daniel
  • Rivera, David
  • Kennedy, Joshua
  • Averack, Kyle
  • Ferrero, Nathanael

Abstract

A method is provided, including the following method operations: rendering, by a client device, game title icons in a gaming platform interface to a display device, the game title icons identifying video games that are accessible through the gaming platform interface using the client device; receiving, by the client device, user selection data indicating selection of a game title icon and identifying a corresponding video game for exploration of related Internet content; generating a search query based on the identified video game, transmitting the search query over the network to a search engine, and receiving results of the search query over the network from the search engine, the results identifying Internet content items related to the video game; generating preview images of at least some of the Internet content items; rendering the preview images in association with the identified video game via the gaming platform interface.

IPC Classes  ?

  • G06F 17/30 - Information retrieval; Database structures therefor

45.

USER SAVE DATA MANAGEMENT IN CLOUD GAMING

      
Application Number US2016067888
Publication Number 2017/116874
Status In Force
Filing Date 2016-12-20
Publication Date 2017-07-06
Owner SONY INTERACTIVE ENTERTAINMENT AMERICA LLC (USA)
Inventor
  • Perry, David
  • Rickeby, Christian

Abstract

A method is provided, including: receiving, over a network by a cloud gaming server computer, a request from a client device to initiate gameplay of a cloud video game; responsive to the request, assigning the client device to a first data center from which to stream the gameplay of the cloud video game; responsive to the request, initiating transfer of user save data over the network from a second data center to the first data center; loading the cloud video game on a cloud gaming machine at the first data center, the loading of the cloud video game including loading of generic save data; initiating interactive gameplay of the cloud video game with the generic save data; during the interactive gameplay, completing the transfer of the user save data to the first data center; applying the user save data to update the execution of the cloud video game.

IPC Classes  ?

  • A63F 13/355 - Performing operations on behalf of clients with restricted processing capabilities, e.g. servers transform changing game scene into an MPEG-stream for transmitting to a mobile phone or a thin client
  • A63F 13/335 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections using Internet
  • A63F 13/358 - Adapting the game course according to the network or server load, e.g. for reducing latency due to different connection speeds between clients
  • A63F 13/48 - Starting a game, e.g. activating a game device or waiting for other players to join a multiplayer session
  • A63F 13/49 - Saving the game status; Pausing or ending the game
  • A63F 13/77 - Game security or game management aspects involving data related to game devices or game servers, e.g. configuration data, software version or amount of memory
  • A63F 13/79 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories

46.

METHOD AND APPARATUS FOR AWARDING TROPHIES

      
Application Number US2016064455
Publication Number 2017/096062
Status In Force
Filing Date 2016-12-01
Publication Date 2017-06-08
Owner SONY INTERACTIVE ENTERTAINMENT AMERICA LLC (USA)
Inventor
  • Lindquist, Timothy
  • Weising, George

Abstract

A computer-implemented method assigns one or more trophies to a user. A game is emulated in response to a request from a client device. A trophy trigger is detected during emulation of the game by comparing a current program counter value to a predetermined value and comparing a stored instruction in an instruction storage location to a predetermined instruction when the current program counter value matches the predetermined counter value. The one or more trophies are assigned to a user account that is associated with the user when the current program counter value matches the predetermined value and the instruction in the instruction storage location matches the predetermined instruction.

IPC Classes  ?

  • A63F 9/24 - Games using electronic circuits not otherwise provided for
  • A63F 13/798 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for assessing skills or for ranking players, e.g. for generating a hall of fame
  • G06F 7/46 - Methods or arrangements for performing computations using exclusively denominational number representation, e.g. using binary, ternary, decimal representation using electromechanical counter-type accumulators
  • G06Q 30/02 - Marketing; Price estimation or determination; Fundraising
  • G07F 17/32 - Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements

47.

BALANCING MULTIPLE TEAM BASED GAMES

      
Application Number US2016060655
Publication Number 2017/095594
Status In Force
Filing Date 2016-11-04
Publication Date 2017-06-08
Owner SONY INTERACTIVE ENTERTAINMENT AMERICA LLC (USA)
Inventor
  • Morton, Anthony William
  • Stone, Jason Allen
  • Michael, Shannon Ray
  • Green, Jose Roberto
  • Smith, Blaine Edward

Abstract

Dynamically balancing imbalanced teams in a multiple team game, including: generating at least three teams, each team comprising members belonging to a first type or a second type; applying a first growth pattern to members of the first type and a second growth pattern to members of the second type, converting at least one member of the first type to the second type; and adjusting the first and second growth patterns based on the conversion of the at least one member.

IPC Classes  ?

  • A63F 9/26 - Balancing games, i.e. bringing elements into or out of balance

48.

A METHOD FOR IMPROVING GAME STREAMING PERFORMANCE IN THE CLOUD

      
Application Number US2016050711
Publication Number 2017/065902
Status In Force
Filing Date 2016-09-08
Publication Date 2017-04-20
Owner SONY INTERACTIVE ENTERTAINMENT AMERICA LLC (USA)
Inventor Pajaro, Cliff

Abstract

A cloud gaming manager (202) selects (314) a game server (204) to stream a computer game to a requesting client game console (200) based on which server in the cloud system has the requested game in server memory (308), or the requested game system in server memory (312), or the user files of the requesting console in server memory (310).

IPC Classes  ?

  • G06F 15/16 - Combinations of two or more digital computers each having at least an arithmetic unit, a program unit and a register, e.g. for a simultaneous processing of several programs

49.

SECURE KEY STORE DERIVATION AND MANAGEMENT FROM A SINGLE SECURE ROOT KEY

      
Application Number US2016050677
Publication Number 2017/065900
Status In Force
Filing Date 2016-09-08
Publication Date 2017-04-20
Owner SONY INTERACTIVE ENTERTAINMENT AMERICA LLC (USA)
Inventor Cotta, Bryan

Abstract

A root key (H) of a computing device (204) that is typically "burned" (300) into the device hardware at time of manufacture is used to establish (302) a master key and if desired a Transport Layer Security pre-shared key, a Wifi configuration key, and application verification keys. The keys established from the root key are stored in a region (206) of flash memory (208), and this region of flash memory is then encrypted using a random encryption code.

IPC Classes  ?

  • H04L 9/00 - Arrangements for secret or secure communications; Network security protocols

50.

SECURE DEVICE PAIRING

      
Application Number US2016050697
Publication Number 2017/065901
Status In Force
Filing Date 2016-09-08
Publication Date 2017-04-20
Owner SONY INTERACTIVE ENTERTAINMENT AMERICA LLC (USA)
Inventor Cotta, Bryan

Abstract

A machine readable quick response (QR) code (206) or, if this fails, a human-readable passcode (300) is presented on a display (204) of a server device (202) for scanning (or reading and human input) into a mobile device (200). The mobile device computes (514) a response and returns it to the server. If the response is correct, WiFi setup information, which can include PII, is exchanged (606-610) in an encrypted form between the two devices to support subsequent WiFi communication.

IPC Classes  ?

51.

FAST MULTICAST MESSAGING ENCRYPTION AND AUTHENTICATION

      
Application Number US2016050721
Publication Number 2017/065903
Status In Force
Filing Date 2016-09-08
Publication Date 2017-04-20
Owner SONY INTERACTIVE ENTERTAINMENT AMERICA LLC (USA)
Inventor Cotta, Bryan

Abstract

To prevent legitimate message recipients (202-206) from forging new messages and to encrypt messages for a specific set of recipients (channel), a root key (300) is encrypted and combined with a base session management key (304) to render a combined root key, which in turn is encrypted (308) with a public key (310) of at least one recipient device to render a session management key (312). The public key of each of "N" intended recipient device encrypts the combined root key to render "N" session management keys. The session management keys are then combined (305) with the combined root key to render a multicast root key (318), which is signed with a private key (316) of a sending device (200). The signed multicast root key is combined with the session management keys to render an encrypted, signed multicast root key (320) that is used to encrypt digital information prior to transmitting the digital information.

IPC Classes  ?

  • H04L 9/32 - Arrangements for secret or secure communications; Network security protocols including means for verifying the identity or authority of a user of the system

52.

SYSTEMS AND METHODS FOR ENABLING TIME-SHIFTING COACHING FOR CLOUD GAMING SYSTEMS

      
Application Number US2016052497
Publication Number 2017/058552
Status In Force
Filing Date 2016-09-19
Publication Date 2017-04-06
Owner SONY INTERACTIVE ENTERTAINMENT AMERICA LLC (USA)
Inventor Perry, David

Abstract

Systems and methods are provided for enabling users playing online games to create coaching videos of gameplay, and post such coaching videos to a cloud gaming system. In one example, coaching videos include a video clip of the gameplay and a video of the user, guiding and/or explaining how the game was played. A user playing the same game may desire coaching, and the cloud gaming system can identify previously posted coaching videos that correspond to the point in time or action in which the user requesting coaching is currently playing. The cloud system can access a database of coaching options, which are then presented to a user. The coaching options may be videos of gameplay and videos of the user providing coaching. The user can then view the coaching videos, rate them if desired, and then resume with his or her gameplay.

IPC Classes  ?

  • A63F 13/355 - Performing operations on behalf of clients with restricted processing capabilities, e.g. servers transform changing game scene into an MPEG-stream for transmitting to a mobile phone or a thin client
  • A63F 13/497 - Partially or entirely replaying previous game actions

53.

SYSTEMS AND METHODS FOR PROVIDING TIME-SHIFTED INTELLIGENTLY SYNCHRONIZED GAME VIDEO

      
Application Number US2016054233
Publication Number 2017/058951
Status In Force
Filing Date 2016-09-28
Publication Date 2017-04-06
Owner SONY INTERACTIVE ENTERTAINMENT AMERICA LLC (USA)
Inventor Perry, David

Abstract

Systems and methods for sharing game play of a video game include detecting selection of a video game for game play at a gamecloud system. The video game is associated with a pre-recorded video of a game play session of a player and metadata related to game play of the video game. In response, the video game is executed at the game server. The execution causes the game play of the video game to be provided to a game client for rendering on a main portion of a display screen of the game client and the pre-recorded video associated with the video game is provided for rendering in a second portion of the display screen while the game play is being rendered on the main portion of the display screen. The pre-recorded video rendering in the second portion is dynamically synchronized with the game play of the video game rendering in the main portion so that a game scene rendering in the pre-recorded video matches to a game scene of the game play rendering in the main portion of the display screen. An informational overlay related to an event in the pre-recorded video that corresponds to the event in the game play, is provided for rendering in the main portion. The informational message provides detail message of the event and is generated using the metadata associated with the video game.

IPC Classes  ?

  • A63F 13/355 - Performing operations on behalf of clients with restricted processing capabilities, e.g. servers transform changing game scene into an MPEG-stream for transmitting to a mobile phone or a thin client
  • A63F 13/497 - Partially or entirely replaying previous game actions
  • A63F 13/493 - Resuming a game, e.g. after pausing, malfunction or power failure
  • A63F 13/48 - Starting a game, e.g. activating a game device or waiting for other players to join a multiplayer session
  • A63F 13/69 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
  • A63F 13/53 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game

54.

MULTI-USER DEMO STREAMING SERVICE FOR CLOUD GAMING

      
Application Number US2016052349
Publication Number 2017/058539
Status In Force
Filing Date 2016-09-16
Publication Date 2017-04-06
Owner SONY INTERACTIVE ENTERTAINMENT AMERICA LLC (USA)
Inventor
  • Perry, David
  • Choi, Jee, Yoon

Abstract

Systems and methods are provided for generating demonstration gameplay streaming via a cloud gaming system. The method includes executing a game from a library of games managed by the cloud gaming system. The executing causing the game to launch and progress to a gaming session where modules of the game are pre-loaded and waiting for interactive input of the game. The method includes advancing, by the cloud gaming system, in the game from a level to a later level in the game. Then pausing the game on the cloud gaming system and generating a post that is indicative of the game and the later level. The post being displayed on a website, and wherein the executing of the game, the advancing and the pausing being processed by the cloud gaming system without user input. In some embodiments, other users can advance the gameplay, and other users can resume play from where they left off, without needed to re-load the game.

IPC Classes  ?

  • A63F 13/497 - Partially or entirely replaying previous game actions
  • A63F 13/48 - Starting a game, e.g. activating a game device or waiting for other players to join a multiplayer session
  • A63F 13/335 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections using Internet
  • A63F 13/352 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers - Details of game servers involving special game server arrangements, e.g. regional servers connected to a national server or a plurality of servers managing partitions of the game world
  • A63F 13/493 - Resuming a game, e.g. after pausing, malfunction or power failure

55.

Tracking position of device inside-out for virtual reality interactivity

      
Application Number 15371151
Grant Number 10535153
Status In Force
Filing Date 2016-12-06
First Publication Date 2017-03-23
Grant Date 2020-01-14
Owner Sony Interactive Entertainment America LLC (USA)
Inventor
  • Weising, George
  • Miller, Thomas

Abstract

Methods, systems, and computer programs are provided for generating an interactive space. One method includes operations for associating a first device to a reference point in 3D space, and for calculating by the first device a position of the first device in the 3D space based on inertial information captured by the first device and utilizing dead reckoning. Further, the method includes operations for capturing images with a camera of the first device, and for identifying locations of one or more static features in the images. The position of the first device is corrected based on the identified locations of the one or more static features, and a view of an interactive scene is presented in a display of the first device, where the interactive scene is tied to the reference point and includes virtual objects.

IPC Classes  ?

  • G06T 7/70 - Determining position or orientation of objects or cameras
  • G06F 3/0481 - Interaction techniques based on graphical user interfaces [GUI] based on specific properties of the displayed interaction object or a metaphor-based environment, e.g. interaction with desktop elements like windows or icons, or assisted by a cursor's changing behaviour or appearance
  • G06T 19/00 - Manipulating 3D models or images for computer graphics
  • G06T 7/20 - Analysis of motion
  • G09G 5/08 - Cursor circuits
  • A63F 13/00 - Video games, i.e. games using an electronically generated display having two or more dimensions
  • G06F 3/01 - Input arrangements or combined input and output arrangements for interaction between user and computer
  • H04N 5/232 - Devices for controlling television cameras, e.g. remote control
  • G06F 3/03 - Arrangements for converting the position or the displacement of a member into a coded form
  • G06F 3/0346 - Pointing devices displaced or positioned by the user; Accessories therefor with detection of the device orientation or free movement in a 3D space, e.g. 3D mice, 6-DOF [six degrees of freedom] pointers using gyroscopes, accelerometers or tilt-sensors
  • A63F 13/40 - Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
  • A63F 13/50 - Controlling the output signals based on the game progress
  • A63F 3/02 - Chess; Similar board games
  • A63F 9/24 - Games using electronic circuits not otherwise provided for

56.

IMAGE REGULARIZATION AND RETARGETING SYSTEM

      
Application Number US2016050575
Publication Number 2017/044499
Status In Force
Filing Date 2016-09-07
Publication Date 2017-03-16
Owner
  • SONY INTERACTIVE ENTERTAINMENT AMERICA LLC (USA)
  • SOUL MACHINES LIMITED (New Zealand)
Inventor
  • Sagar, Mark, Andrew
  • Wu, Tim, Szu-Hsien
  • Bonniwell, Frank, Filipe
  • Alkouh, Homoud, B.
  • Hodges, Colin, Joseph

Abstract

Systems and methods for image retargeting are provided. Image data may be acquired that includes motion capture data indicative of motion of a plurality of markers disposed on a surface of a first subject. Each of the markers may be associated with a respective location on the first: subject. A plurality of blendshapes may be calculated for the motion capture data based on a configuration of the markers. An error function may be identified for the plurality of blendshapes, and it may be determined that the plurality of blendshapes can be used to retarget a second subject based on the error function. The plurality of blendshapes may then be applied to a second subject to generate a new animation.

IPC Classes  ?

57.

DYNAMIC NETWORK STORAGE FOR CLOUD CONSOLE SERVER

      
Application Number US2016041772
Publication Number 2017/044185
Status In Force
Filing Date 2016-07-11
Publication Date 2017-03-16
Owner SONY INTERACTIVE ENTERTAINMENT AMERICA LLC (USA)
Inventor
  • Colenbrander, Roelof Roderick
  • Coles, David
  • Diep, Khiem
  • Hagland, Torgeir

Abstract

Aspects of the present disclosure relate to systems and methods for virtualizing mass storage using a network storage device operatively coupled to a host system. In various implementations, the network storage device and host system may collectively emulate a mass storage device for another terminal computing system. This emulation can be performed while utilizing the minimum possible memory of the host system, as the network storage device contains the operating system data for the host system in addition to game and user data required for the implementation of a computer application.

IPC Classes  ?

  • G06F 13/00 - Interconnection of, or transfer of information or other signals between, memories, input/output devices or central processing units

58.

LOCAL APPLICATION QUICK START WITH CLOUD TRANSITIONING

      
Application Number US2016044888
Publication Number 2017/030771
Status In Force
Filing Date 2016-07-29
Publication Date 2017-02-23
Owner SONY INTERACTIVE ENTERTAINMENT AMERICA LLC (USA)
Inventor Perry, David

Abstract

A method is provided, including: receiving at a client device a first command to initiate a cloud video game; in response to receiving the first command, retrieving, by the client device, initial content from a client local storage; rendering the initial content to a display device; sending a first request from the client device to a cloud gaming service to access the cloud video game, the cloud gaming service being configured to assign the client device to a gaming machine configured to execute the cloud video game; receiving at the client device a second command to initiate interactive gameplay; in response to receiving the second command, sending a second request from the client device to the cloud gaming service, the cloud gaming service being configured to, in response to receiving the second request, initiate streaming of interactive gameplay content generated by the executing cloud video game to the client device.

IPC Classes  ?

  • A63F 13/30 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers

59.

Scheme for determining the locations and timing of advertisements and other insertions in media

      
Application Number 15299355
Grant Number 10003831
Status In Force
Filing Date 2016-10-20
First Publication Date 2017-02-09
Grant Date 2018-06-19
Owner Sony Interactvie Entertainment America LLC (USA)
Inventor Zalewski, Gary M.

Abstract

A non-transitory computer readable storage medium stores one or more computer programs adapted to cause a processor based system to execute steps that include analyzing an image, identifying one or more faces in the image using a face recognition technique, designating at least one of the identified faces collectively as a first area of interest, and determining whether an insertion area exists in the image where additional content can be inserted without obstructing the first area of interest. Another computer program is adapted to cause a processor based system to execute steps that include determining whether the insertion area can be divided into two or more regions based on color. Methods and processor based apparatuses that perform one or more of these steps are also disclosed.

IPC Classes  ?

  • H04N 21/234 - Processing of video elementary streams, e.g. splicing of video streams or manipulating MPEG-4 scene graphs
  • H04N 21/81 - Monomedia components thereof
  • G06K 9/62 - Methods or arrangements for recognition using electronic means
  • G06Q 30/02 - Marketing; Price estimation or determination; Fundraising
  • H04N 5/14 - Picture signal circuitry for video frequency region
  • H04N 21/43 - Processing of content or additional data, e.g. demultiplexing additional data from a digital video stream; Elementary client operations, e.g. monitoring of home network or synchronizing decoder's clock; Client middleware
  • H04N 21/431 - Generation of visual interfaces; Content or additional data rendering
  • H04N 21/44 - Processing of video elementary streams, e.g. splicing a video clip retrieved from local storage with an incoming video stream or rendering scenes according to MPEG-4 scene graphs
  • H04N 21/858 - Linking data to content, e.g. by linking an URL to a video object or by creating a hotspot
  • G06K 9/00 - Methods or arrangements for reading or recognising printed or written characters or for recognising patterns, e.g. fingerprints

60.

BACKWARD COMPATIBILITY BY ALGORITHM MATCHING, DISABLING FEATURES, OR THROTTLING PERFORMANCE

      
Application Number US2016041767
Publication Number 2017/019287
Status In Force
Filing Date 2016-07-11
Publication Date 2017-02-02
Owner SONY INTERACTIVE ENTERTAINMENT AMERICA LLC (USA)
Inventor
  • Cerny, Mark Evan
  • Simpson, David

Abstract

A new device executing an application on a new CPU determines whether the application is for a legacy device having a legacy CPU. When the application is for the legacy device, the new CPU executes the application with selected features of the new CPU that are not present on the legacy CPU disabled, or with a latency of instruction execution of the new CPUs altered to match or approximate a latency of the legacy CPU, or with algorithmic details of operation of one or more units of the new CPU altered to match or approximate algorithmic details of operation of corresponding units of the legacy CPU.

IPC Classes  ?

  • G06F 9/44 - Arrangements for executing specific programs

61.

BACKWARD COMPATIBILITY BY RESTRICTION OF HARDWARE RESOURCES

      
Application Number US2016041762
Publication Number 2017/019286
Status In Force
Filing Date 2016-07-11
Publication Date 2017-02-02
Owner SONY INTERACTIVE ENTERTAINMENT AMERICA LLC (USA)
Inventor
  • Cerny, Mark Evan
  • Simpson, David

Abstract

A new device executing an application on a new central processing unit (CPU), determines whether the application is for a legacy device having a legacy CPU. When the new device determines that the application is for the legacy device, it executes the application on the new CPU with selected available resources of the new device restricted to approximate or match a processing behavior of the legacy CPU.

IPC Classes  ?

  • G06F 9/44 - Arrangements for executing specific programs

62.

CAPTURING ASYNCHRONOUS COMMENTARY TO PRE-RECORDED GAMEPLAY

      
Application Number US2016032674
Publication Number 2016/204904
Status In Force
Filing Date 2016-05-16
Publication Date 2016-12-22
Owner SONY INTERACTIVE ENTERTAINMENT AMERICA LLC (USA)
Inventor Perry, David

Abstract

A system and method for saving at least a portion of a game with the comments that were made by one or more spectators to the user's live gaming session. The saved portion of the gaming session can be played back at a later time. One or more play back viewer's comments can be associated to the recorded gaming session. The associated play back viewer's comments can be associated corresponding in time with a timing reference within the game. The play back viewer's comments can include the play back viewer's identification. All of the comments to the user' s game play can be filtered and shared according to a friend list or other sharing protocol.

IPC Classes  ?

  • A63F 13/86 - Watching games played by other players
  • A63F 13/795 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for providing a buddy list
  • H04N 21/4788 - Supplemental services, e.g. displaying phone caller identification or shopping application communicating with other users, e.g. chatting
  • H04N 21/475 - End-user interface for inputting end-user data, e.g. PIN [Personal Identification Number] or preference data
  • H04N 21/2743 - Video hosting of uploaded data from client
  • H04N 21/258 - Client or end-user data management, e.g. managing client capabilities, user preferences or demographics or processing of multiple end-users preferences to derive collaborative data
  • H04N 21/2668 - Creating a channel for a dedicated end-user group, e.g. by inserting targeted commercials into a video stream based on end-user profiles
  • H04N 21/478 - Supplemental services, e.g. displaying phone caller identification or shopping application

63.

PORTABLE PROFILE ACCESS TOKEN

      
Application Number US2016032435
Publication Number 2016/183474
Status In Force
Filing Date 2016-05-13
Publication Date 2016-11-17
Owner SONY INTERACTIVE ENTERTAINMENT AMERICA LLC (USA)
Inventor Lipscomb, Carter

Abstract

A user's portable device (e.g., wireless mobile device or standalone connector device) can be used to store a profile data set associated with the profile of the user. When the user encounters a base device, the user can transfer his/her profile data set from the portable device to the base device, allowing the base device temporary authorization to download software applications owned by that user's profile to the base device, and also transferring software settings and purchase settings. The user can then trigger the portable device to transfer an authorization token to the base device, authorizing the base device to execute the downloaded software applications, to execute the downloaded software applications according to the user's software settings, and/or to make purchases through the base device using the user's purchase settings. Terminating the connection automatically terminates these authorizations.

IPC Classes  ?

  • H04L 9/32 - Arrangements for secret or secure communications; Network security protocols including means for verifying the identity or authority of a user of the system

64.

INTERACTIVE EVENTS PLATFORM

      
Application Number US2016029617
Publication Number 2016/176362
Status In Force
Filing Date 2016-04-27
Publication Date 2016-11-03
Owner SONY INTERACTIVE ENTERTAINMENT AMERICA LLC (USA)
Inventor Webb, Jon

Abstract

The system is directed towards an interactive events platform. The interactive events platform may discover current in-game events associated with different video games currently available (or active). The platform may further notify a user of the discovered in-game events associated with different video games and facilitate the user joining a particular in-game event. The interactive events platform may also discover and notify the user of future in-game events associated with different video games. In some embodiments, the discovery and notification of any in-game events are based on games currently being played (or registered) with the user.

IPC Classes  ?

  • A63F 9/02 - Shooting or hurling games
  • A63F 9/24 - Games using electronic circuits not otherwise provided for
  • A63F 13/00 - Video games, i.e. games using an electronically generated display having two or more dimensions
  • A63F 13/30 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
  • G06F 3/01 - Input arrangements or combined input and output arrangements for interaction between user and computer
  • G06F 17/50 - Computer-aided design
  • G06F 19/00 - Digital computing or data processing equipment or methods, specially adapted for specific applications (specially adapted for specific functions G06F 17/00;data processing systems or methods specially adapted for administrative, commercial, financial, managerial, supervisory or forecasting purposes G06Q;healthcare informatics G16H)

65.

USING CONNECTION QUALITY HISTORY TO OPTIMIZE USER EXPERIENCE

      
Application Number US2016020218
Publication Number 2016/144611
Status In Force
Filing Date 2016-03-01
Publication Date 2016-09-15
Owner SONY INTERACTIVE ENTERTAINMENT AMERICA LLC (USA)
Inventor
  • Gustafson, Jason
  • Breed, Ryan, Hamilton

Abstract

Methods and systems for assigning a data center to service a request from a user account include receiving a login request to a cloud gaming server. The login request is examined to identify a user account. A use history of the cloud gaming server is examined to identify a data center. The user account is assigned to the data center to start a session of streaming game play at a server within the data center. The data center is identified without performing a connection testing operation.

IPC Classes  ?

  • A63F 13/30 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers

66.

PREDICTIVE INSTANT PLAY FOR AN APPLICATION OVER THE CLOUD

      
Application Number US2016020526
Publication Number 2016/144657
Status In Force
Filing Date 2016-03-02
Publication Date 2016-09-15
Owner SONY INTERACTIVE ENTERTAINMENT AMERICA LLC (USA)
Inventor
  • Schultz, Paul, Robert
  • Colenbrander, Roelof, Roderick
  • Breed, Ryan, Hamilton

Abstract

Methods and systems for predicting instant play includes pre-loading one or more instances of select ones of games on one or more game consoles on a cloud game server. The loading of instances is based on usage history of the games. Users are assigned to select ones of the instances of the games loaded on the one or more game consoles, in response to user interaction detected at the select ones of the games exceeding a pre-defined threshold value. User interactions are monitored at the instances of the select ones of games assigned to the users. Based on the monitored interactions, the number of instances of the games loaded on the one or more game consoles are dynamically adjusted. The dynamic adjustment includes scaling up or scaling down the number of instances of the games loaded on the one or more game consoles.

IPC Classes  ?

  • A63F 13/335 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections using Internet
  • A63F 13/352 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers - Details of game servers involving special game server arrangements, e.g. regional servers connected to a national server or a plurality of servers managing partitions of the game world
  • A63F 13/355 - Performing operations on behalf of clients with restricted processing capabilities, e.g. servers transform changing game scene into an MPEG-stream for transmitting to a mobile phone or a thin client
  • A63F 13/358 - Adapting the game course according to the network or server load, e.g. for reducing latency due to different connection speeds between clients
  • A63F 13/44 - Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment involving timing of operations, e.g. performing an action within a time slot
  • A63F 13/48 - Starting a game, e.g. activating a game device or waiting for other players to join a multiplayer session
  • A63F 13/77 - Game security or game management aspects involving data related to game devices or game servers, e.g. configuration data, software version or amount of memory

67.

DYNAMIC ADJUSTMENT OF CLOUD GAME DATA STREAMS TO OUTPUT DEVICE AND NETWORK QUALITY

      
Application Number US2016021053
Publication Number 2016/144820
Status In Force
Filing Date 2016-03-04
Publication Date 2016-09-15
Owner SONY INTERACTIVE ENTERTAINMENT AMERICA LLC (USA)
Inventor
  • Colenbrander, Roelof, Roderick
  • Perry, David

Abstract

Aspects of the present disclosure relate to systems and methods for the dynamic adjustment of data streamed over a network which is then displayed on an output device. In particular, aspects of the present disclosure relate to systems and methods for determining the display capabilities of an output device and then formatting two or more streams of data configured for display on the output device, wherein the user interface and video data are contained in separate streams, such that the content is displayed in a manner consistent with the display capabilities of the output device. The output can then be adjusted or prioritized based on device orientation and network quality.

IPC Classes  ?

  • H04N 7/16 - Analogue secrecy systems; Analogue subscription systems

68.

CLOUD INPUT CHANNEL MANAGEMENT

      
Application Number US2016021056
Publication Number 2016/144821
Status In Force
Filing Date 2016-03-04
Publication Date 2016-09-15
Owner SONY INTERACTIVE ENTERTAINMENT AMERICA LLC (USA)
Inventor
  • Yong, Kelvin
  • Cotta, Bryan

Abstract

Aspects of the present disclosure relate to systems and methods for establishing an assistance output that takes into account client device latency information and sending the assistance output from the server to the client device. Client device information or the assistance output may include a stream of encrypted data packets.

IPC Classes  ?

  • H04L 12/801 - Flow control or congestion control
  • H04L 29/06 - Communication control; Communication processing characterised by a protocol
  • H04N 21/24 - Monitoring of processes or resources, e.g. monitoring of server load, available bandwidth or upstream requests

69.

DIGITAL MANAGEMENT OF CONTENT ASSETS IN THE CLOUD

      
Application Number US2016021057
Publication Number 2016/144822
Status In Force
Filing Date 2016-03-04
Publication Date 2016-09-15
Owner SONY INTERACTIVE ENTERTAINMENT AMERICA LLC (USA)
Inventor
  • Perry, David
  • Tsujimoto, Takuhito
  • Schultz, Paul

Abstract

Aspects of the present disclosure relate to systems and methods for sharing assets of applications between users. A user may share an application or certain features within an application via the transfer of application rights between users. The providing user may be restricted from accessing that application or the application features transferred until the borrowing user has either relinquished the rights to the application or until a certain amount of time has passed.

IPC Classes  ?

  • G06F 21/10 - Protecting distributed programs or content, e.g. vending or licensing of copyrighted material
  • G06Q 30/06 - Buying, selling or leasing transactions
  • H04N 21/8355 - Generation of protective data, e.g. certificates involving usage data, e.g. number of copies or viewings allowed

70.

Online video game service with split clients

      
Application Number 15145727
Grant Number 09987562
Status In Force
Filing Date 2016-05-03
First Publication Date 2016-08-25
Grant Date 2018-06-05
Owner Sony Interactive Entertainment American LLC (USA)
Inventor Cotter, Tim

Abstract

A method for an online video game or application service system includes running a video game or application on an application host server at a data center, an uncompressed video stream being produced therefrom. The uncompressed video stream is encoded into compressed video stream, which is then transmitted over the Internet to an output client device of a user. The output client device decompresses the compressed video stream and displays live video on a screen. User control input transmitted from an input client device is delivered to the application host server. The user control input includes game or application commands. The input client device is associated with the user and is separate from the output client device. Responsive to receiving the game or application commands, the application host server generates a new uncompressed video stream.

IPC Classes  ?

  • A63F 9/24 - Games using electronic circuits not otherwise provided for
  • A63F 13/00 - Video games, i.e. games using an electronically generated display having two or more dimensions
  • G06F 17/00 - Digital computing or data processing equipment or methods, specially adapted for specific functions
  • G06F 19/00 - Digital computing or data processing equipment or methods, specially adapted for specific applications (specially adapted for specific functions G06F 17/00;data processing systems or methods specially adapted for administrative, commercial, financial, managerial, supervisory or forecasting purposes G06Q;healthcare informatics G16H)
  • A63F 13/86 - Watching games played by other players
  • A63F 13/352 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers - Details of game servers involving special game server arrangements, e.g. regional servers connected to a national server or a plurality of servers managing partitions of the game world
  • H04L 29/06 - Communication control; Communication processing characterised by a protocol
  • A63F 13/355 - Performing operations on behalf of clients with restricted processing capabilities, e.g. servers transform changing game scene into an MPEG-stream for transmitting to a mobile phone or a thin client

71.

BACKWARD COMPATIBILITY THROUGH USE OF SPOOF CLOCK AND FINE GRAIN FREQUENCY CONTROL

      
Application Number US2016018346
Publication Number 2016/134071
Status In Force
Filing Date 2016-02-17
Publication Date 2016-08-25
Owner SONY INTERACTIVE ENTERTAINMENT AMERICA LLC (USA)
Inventor
  • Cerny, Mark Evan
  • Simpson, David

Abstract

An application runs at a first operating frequency if the application is designed for a current version of a system and runs at a second operating frequency if the application is designed for a prior version of the system that operates at a lower frequency than the first operating frequency. The second operating frequency may be higher than the operating frequency of the prior version of the system to account for differences in latency, throughput or other processing characteristics between the two systems. Software readable cycle counters are based on a spoof clock running at the operating frequency of the prior version of the system, rather than the true operating frequency.

IPC Classes  ?

72.

GAME STATE SAVE, TRANSFER AND RESUME FOR CLOUD GAMING

      
Application Number US2015062671
Publication Number 2016/109066
Status In Force
Filing Date 2015-11-25
Publication Date 2016-07-07
Owner SONY INTERACTIVE ENTERTAINMENT AMERICA LLC (USA)
Inventor Colenbrander, Roelof, Roderick

Abstract

A system and method of pausing a game in a cloud gaming system including playing a game on a first game console included in the cloud gaming system, pausing the game at a selected point in the game and capturing game state data for the paused game. The paused game can be resumed by retrieving the game state data and applying the game state data to a selected game console and resuming the game at the selected point in the game on the selected game console.

IPC Classes  ?

  • A63F 13/493 - Resuming a game, e.g. after pausing, malfunction or power failure
  • A63F 13/355 - Performing operations on behalf of clients with restricted processing capabilities, e.g. servers transform changing game scene into an MPEG-stream for transmitting to a mobile phone or a thin client

73.

METHODS AND SYSTEMS FOR USER INTERACTION WITHIN VIRTUAL OR AUGMENTED REALITY SCENE USING HEAD MOUNTED DISPLAY

      
Application Number US2015064316
Publication Number 2016/109127
Status In Force
Filing Date 2015-12-07
Publication Date 2016-07-07
Owner SONY INTERACTIVE ENTERTAINMENT AMERICA LLC (USA)
Inventor
  • Larsen, Eric
  • Umminger, Frederick
  • Ye, Xiaoyong
  • Rimon, Noam
  • Stafford, Jeffrey, Roger
  • Lou, Xia

Abstract

Inertial sensors within a head mounted display are used to track movement of the head mounted display. The tracked movement of the head mounted display is correlated to an action within a virtual reality scene that is currently displayed to a user wearing the head mounted display. The action within the virtual reality scene is based on a context of the virtual reality scene that is currently displayed. The detected movement of the head mounted display can be combined with other sensor data, such as gaze detection data, to determine the action within the virtual reality scene. In this manner, movements of the user as detected using the inertial sensors within the head mounted display are used as inputs to cause actions within the current context of the virtual reality scene as displayed to the user within the head mounted display.

IPC Classes  ?

  • G06F 1/16 - Constructional details or arrangements
  • G06F 3/01 - Input arrangements or combined input and output arrangements for interaction between user and computer
  • G06T 19/00 - Manipulating 3D models or images for computer graphics
  • G02B 27/00 - Optical systems or apparatus not provided for by any of the groups ,

74.

METHODS AND SYSTEMS FOR PORTABLY DEPLOYING APPLICATIONS ON ONE OR MORE CLOUD SYSTEMS

      
Application Number US2015047126
Publication Number 2016/053518
Status In Force
Filing Date 2015-08-27
Publication Date 2016-04-07
Owner SONY INTERACTIVE ENTERTAINMENT AMERICA LLC (USA)
Inventor
  • Johnston, Joel
  • Henrie, Stephen Paul

Abstract

Methods and systems for provisioning services or resources on a cloud service for successful execution of an application includes detecting a request for executing an application on a cloud service. In response to the request, a descriptor record for the application is retrieved from a descriptor file. The descriptor record is specific for the cloud service and provides details of environmental resources or services required for executing the application. Resource and service requirements are translated into actions to be taken in the cloud service environment for provisioning the resources or services required for the application. The actions to be taken are brokered to occur in pre-defined sequence based on details provided in the descriptor record for the application. Status of the actions taken is provided. The status is used to determine if the required resources or services have been provisioned for successful execution of the application in the cloud service.

IPC Classes  ?

  • G06F 9/50 - Allocation of resources, e.g. of the central processing unit [CPU]

75.

SAVE GAME LOAD TIME REDUCTION FOR CLOUD GAMING

      
Application Number US2015041428
Publication Number 2016/014603
Status In Force
Filing Date 2015-07-21
Publication Date 2016-01-28
Owner SONY INTERACTIVE ENTERTAINMENT AMERICA LLC (USA)
Inventor Colenbrander, Roderick

Abstract

A cloud gaming system is disclosed. One example includes a game console that is configured to execute video games. The game console provides an interface for a remote client device to interface with the game console and request that games be played. The game console being located in a first data center. The system further includes a storage server connected to the game console over a network connection in the first data center. A save data server is also provided and is located in a second data center. A data selection logic of the game console is provided. The data selection logic is configured to retrieve save data from the save data server and cache the save data to a save data disk of the game console. The data selection logic is configured to automatically retrieve the save data upon detecting a session initiation for a user account associated with the remote client device. The data selection logic is configured to retrieve the save data that has a likelihood of being used during the session. In one example, the likelihood of being used is determined based on historical game play as associated with the user account.

IPC Classes  ?

  • A63F 13/358 - Adapting the game course according to the network or server load, e.g. for reducing latency due to different connection speeds between clients
  • A63F 13/335 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections using Internet
  • A63F 13/352 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers - Details of game servers involving special game server arrangements, e.g. regional servers connected to a national server or a plurality of servers managing partitions of the game world
  • A63F 13/49 - Saving the game status; Pausing or ending the game

76.

COMMUNICATION DEVICE AND DATA PROCESSING METHOD

      
Application Number JP2015002465
Publication Number 2015/182054
Status In Force
Filing Date 2015-05-15
Publication Date 2015-12-03
Owner
  • SONY CORPORATION (Japan)
  • SONY INTERACTIVE ENTERTAINMENT AMERICA LLC (USA)
Inventor
  • Minamino, Takanori
  • Nguyen, Khoi

Abstract

A packet reception state monitoring unit calculates a target stored data number as a target number of audio packets stored in a memory based on the variation in the reception intervals of audio packets, and a reproduction control unit controls the audio reproduction speed in accordance with the difference between the target stored data number and a memory-stored data number. When the memory-stored data number is smaller than the target stored data number, reproduction control is performed in a low-speed reproduction mode at a lower speed than a regular reproduction speed. When the memory-stored data number is larger than the target stored data number, reproduction control is performed in a high-speed reproduction mode at a higher speed than the regular reproduction speed. A reproduction speed changing process is performed, with hysteresis being given to transitions of the difference between the memory-stored data number and the target stored data number.

IPC Classes  ?

  • H04L 29/06 - Communication control; Communication processing characterised by a protocol

77.

HEAD MOUNTED DISPLAY (HMD) SYSTEM HAVING INTERFACE WITH MOBILE COMPUTING DEVICE FOR RENDERING VIRTUAL REALITY CONTENT

      
Application Number US2015031435
Publication Number 2015/183621
Status In Force
Filing Date 2015-05-18
Publication Date 2015-12-03
Owner SONY INTERACTIVE ENTERTAINMENT AMERICA LLC (USA)
Inventor Zalewski, Gary, M.

Abstract

System (50) for rendering virtual-reality content, comprising a housing (70) attached to a user's head (12) via a strap, optics integrated in said housing (70), display optics oriented on an internal side of the housing and configured for orientation towards the user's eyes, a holder (71) integrated in the housing (70) for receiving a smartphone (60) with its screen (60a) oriented towards the display optics, the smartphone (60) having a data connection with the holder (71) to enable data communication between electronics of the housing and the smartphone (60), shutter-control logic (92) interfaced with the electronics of the housing, optics-control logic (93) interfaced with the optics and a processor (94) to interface with the shutter-control logic (92) and the optics-control logic (93), the processor (94) setting the shutter-control logic (92) to successively switch between rendering image-data from the smartphone's screen (60a) to only the left eye-side of the optics and then only to the right eye-side of the optics, the processor (94) further interfacing with the optics-control logic (93) so that rendering is optimized for image-data provided to the left and to the right eye-sides of the optics, wherein the shutter-control logic (92) enables the display of 3D-images from the image-data rendered on the smartphone's screen (60a) when viewed through the optics.

IPC Classes  ?

  • G02B 27/01 - Head-up displays
  • G06F 3/01 - Input arrangements or combined input and output arrangements for interaction between user and computer
  • H04M 1/05 - Supports for telephone transmitters or receivers specially adapted for use on head, throat or breast

78.

COMPUTER GRAPHICS WITH ENHANCED DEPTH EFFECT

      
Application Number US2015027343
Publication Number 2015/164636
Status In Force
Filing Date 2015-04-23
Publication Date 2015-10-29
Owner SONY INTERACTIVE ENTERTAINMENT AMERICA LLC (USA)
Inventor
  • Mogilefsky, Bret
  • Stenson, Richard B.

Abstract

Systems and methods for processing three-dimensional graphics depicting a sequence of motion with an enhanced illusion of depth are described. The graphics may include three-dimensional content mapped to a two dimensional viewing window with an additional reference image rendered onto the viewing window. The reference image may be defined at one or more portions of the viewing window and rendered as occluding the content or being occluded by the content depending on the depth of the content at each portion of the viewing window.

IPC Classes  ?

79.

GRAPHICS PROCESSING ENHANCEMENT BY TRACKING OBJECT AND/OR PRIMITIVE IDENTIFIERS

      
Application Number US2015021956
Publication Number 2015/153164
Status In Force
Filing Date 2015-03-23
Publication Date 2015-10-08
Owner
  • SONY INTERACTIVE ENTERTAINMENT AMERICA LLC (USA)
  • SONY INTERACTIVE ENTERTAINMENT EUROPE LIMITED (United Kingdom)
Inventor Berghoff, Tobias

Abstract

Graphics processing includes setting up a plurality of objects in a scene in virtual space, each object being defined by a set of vertices. A unique object identifier is assigned to each object and written to an ID buffer. Draw calls are issued to draw the objects associated with the object identifiers. Parameter values of the vertices are manipulated to output vertex parameter values. Primitives are set up from the vertices, each primitive being defined by one or more of the vertices. Each primitive belongs to one or more of the objects. Each primitive is rasterized at a plurality of pixels. Processing the pixels includes spatial or temporal anti-aliasing that utilizes the one or more object identifiers of the plurality of object identifiers. The pixels are processed for each rasterized primitive to generate an output frame.

IPC Classes  ?

  • G09G 5/02 - Control arrangements or circuits for visual indicators common to cathode-ray tube indicators and other visual indicators characterised by the way in which colour is displayed

80.

VARYING EFFECTIVE RESOLUTION BY SCREEN LOCATION BY CHANGING ACTIVE COLOR SAMPLE COUNT WITHIN MULTIPLE RENDER TARGETS

      
Application Number US2015021971
Publication Number 2015/153165
Status In Force
Filing Date 2015-03-23
Publication Date 2015-10-08
Owner
  • SONY INTERACTIVE ENTERTAINMENT AMERICA LLC (USA)
  • SONY INTERACTIVE ENTERTAINMENT EUROPE LIMITED (United Kingdom)
Inventor Berghoff, Tobias

Abstract

A graphics processing unit (GPU) is configured to receive metadata specifying an active sample configuration for a particular region of a display device among a plurality of regions of the display device and receive pixel data for one or more pixels in the particular region. The pixel data specifies the same number of color samples for each pixel. For each pixel in the particular region, the GPU invokes a pixel shader only for color samples specified to be active samples by the configuration.

IPC Classes  ?

  • G09G 5/02 - Control arrangements or circuits for visual indicators common to cathode-ray tube indicators and other visual indicators characterised by the way in which colour is displayed

81.

VARYING EFFECTIVE RESOLUTION BY SCREEN LOCATION BY ALTERING RASTERIZATION PARAMETERS

      
Application Number US2015021978
Publication Number 2015/153167
Status In Force
Filing Date 2015-03-23
Publication Date 2015-10-08
Owner SONY INTERACTIVE ENTERTAINMENT AMERICA LLC (USA)
Inventor Cerny, Mark Evan

Abstract

Data is received representing one or more vertices for a scene in a virtual space. Primitive assembly is performed on the vertices to compute projections of the vertices from virtual space onto a viewport of the scene in a screen space of a display device containing a plurality of pixels that are subdivided into a plurality of subsections. Scan conversion determines which pixels of the plurality are part of each primitive that has been converted to screen space coordinates. Coarse rasterization for each primitive determines which subsection or subsections the primitive overlaps. Metadata associated with the subsection a primitive overlaps determines a pixel resolution for the subsection. The metadata is used to generate final pixel values for the viewport of the scene that is displayed on the display device in such a way that parts of the scene in two different subsections have different pixel resolution.

IPC Classes  ?

  • G09G 5/02 - Control arrangements or circuits for visual indicators common to cathode-ray tube indicators and other visual indicators characterised by the way in which colour is displayed

82.

VARYING EFFECTIVE RESOLUTION BY SCREEN LOCATION IN GRAPHICS PROCESSING BY APPROXIMATING PROJECTION OF VERTICES ONTO CURVED VIEWPORT

      
Application Number US2015021984
Publication Number 2015/153169
Status In Force
Filing Date 2015-03-23
Publication Date 2015-10-08
Owner SONY INTERACTIVE ENTERTAINMENT AMERICA LLC (USA)
Inventor Cerny, Mark Evan

Abstract

In graphics processing data is received representing one or more vertices for a scene in a virtual space. A projection of the vertices onto a screen space of a display device is performed. The projection approximates a projection of the vertices onto a curved viewport. Primitive assembly is performed on the vertices to generate a one or more primitives in screen space from the projection of the vertices onto the screen space. Scan conversion is performed on the one or more primitives to determine which pixel or pixels of the plurality of pixels are part of corresponding primitives of the one or more primitives. A finished frame is then generated by performing pixel processing to assign pixel values to the pixel or pixels that are part of the corresponding primitives. In some implementations, the finished frame can be stored in the memory or displayed on the display device.

IPC Classes  ?

  • G09G 5/02 - Control arrangements or circuits for visual indicators common to cathode-ray tube indicators and other visual indicators characterised by the way in which colour is displayed

83.

Method for efficient construction of high resolution display buffers

      
Application Number 14246064
Grant Number 09865074
Status In Force
Filing Date 2014-04-05
First Publication Date 2015-10-08
Grant Date 2018-01-09
Owner
  • Sony Interactive Entertainment America LLC (USA)
  • Sony Interactive Entertainment Europe Limited (United Kingdom)
Inventor Berghoff, Tobias

Abstract

Graphics processing systems and methods are disclosed which may minimize invocations to a pixel shader in order to improve efficiency in a rendering pipeline. In implementations of the present disclosure, a plurality of samples within a pixel may be covered by a primitive. The plurality of samples may include one or more color samples and a plurality of depth samples. The nature of the samples which were covered by the primitive may be taken into account before invoking a pixel shader to perform shading computations on the pixel. In implementations of the present disclosure, if at least one sample is covered by a primitive, but none of the samples are color samples, an invocation to a pixel shader may be avoided.

IPC Classes  ?

  • G06T 15/00 - 3D [Three Dimensional] image rendering
  • G06T 15/40 - Hidden part removal
  • G06T 15/80 - Shading
  • G06T 11/40 - Filling a planar surface by adding surface attributes, e.g. colour or texture

84.

Graphics processing enhancement by tracking object and/or primitive identifiers

      
Application Number 14246067
Grant Number 09710957
Status In Force
Filing Date 2014-04-05
First Publication Date 2015-10-08
Grant Date 2017-07-18
Owner Sony Interactive Entertainment America LLC (USA)
Inventor Berghoff, Tobias

Abstract

Graphics processing includes setting up a plurality of objects in a scene in virtual space, each object being defined by a set of vertices. A unique object identifier is assigned to each object and written to an ID buffer. Draw calls are issued to draw the objects associated with the object identifiers. Parameter values of the vertices are manipulated to output vertex parameter values. Primitives are set up from the vertices, each primitive being defined by one or more of the vertices. Each primitive belongs to one or more of the objects. Each primitive is rasterized at a plurality of pixels. Processing the pixels includes spatial or temporal anti-aliasing that utilizes the one or more object identifiers of the plurality of object identifiers. The pixels are processed for each rasterized primitive to generate an output frame.

IPC Classes  ?

  • G06T 15/40 - Hidden part removal
  • G06T 15/04 - Texture mapping
  • G06T 17/20 - Wire-frame description, e.g. polygonalisation or tessellation
  • G06T 15/00 - 3D [Three Dimensional] image rendering
  • G06T 15/80 - Shading
  • G06T 17/10 - Volume description, e.g. cylinders, cubes or using CSG [Constructive Solid Geometry]
  • G06F 9/48 - Program initiating; Program switching, e.g. by interrupt
  • G06T 11/40 - Filling a planar surface by adding surface attributes, e.g. colour or texture

85.

METHOD FOR EFFICIENT CONSTRUCTION OF HIGH RESOLUTION DISPLAY BUFFERS

      
Application Number US2015021951
Publication Number 2015/153162
Status In Force
Filing Date 2015-03-23
Publication Date 2015-10-08
Owner
  • SONY INTERACTIVE ENTERTAINMENT AMERICA LLC (USA)
  • SONY INTERACTIVE ENTERTAINMENT EUROPE LIMITED (United Kingdom)
Inventor Berghoff, Tobias

Abstract

Graphics processing systems and methods are disclosed which may minimize invocations to a pixel shader in order to improve efficiency in a rendering pipeline. In implementations of the present disclosure, a plurality of samples within a pixel may be covered by a primitive. The plurality of samples may include one or more color samples and a plurality of depth samples. The nature of the samples which were covered by the primitive may be taken into account before invoking a pixel shader to perform shading computations on the pixel. In implementations of the present disclosure, if at least one sample is covered by a primitive, but none of the samples are color samples, an invocation to a pixel shader may be avoided.

IPC Classes  ?

  • G09G 5/02 - Control arrangements or circuits for visual indicators common to cathode-ray tube indicators and other visual indicators characterised by the way in which colour is displayed

86.

GRADIENT ADJUSTMENT FOR TEXTURE MAPPING FOR MULTIPLE RENDER TARGETS WITH RESOLUTION THAT VARIES BY SCREEN LOCATION

      
Application Number US2015021982
Publication Number 2015/153168
Status In Force
Filing Date 2015-03-23
Publication Date 2015-10-08
Owner SONY INTERACTIVE ENTERTAINMENT AMERICA LLC (USA)
Inventor Cerny, Mark Evan

Abstract

In a computer graphics processing unit (GPU) having a texture unit, when pixel sample locations are based on a non-orthonormal grid in scene space, the texture unit receives texture space gradient values directly, e.g., from a shader unit or generates them from texture coordinates supplied, e.g., by a shader unit, and then applies a transformation to the gradient values configured to adjust the gradient values to those which would arise from the use of a orthonormal screen space grid.

IPC Classes  ?

  • G09G 5/00 - Control arrangements or circuits for visual indicators common to cathode-ray tube indicators and other visual indicators

87.

GRADIENT ADJUSTMENT FOR TEXTURE MAPPING FOR MULTIPLE RENDER TARGETS WITH RESOLUTION THAT VARIES BY SCREEN LOCATION

      
Application Number US2015021987
Publication Number 2015/153170
Status In Force
Filing Date 2015-03-23
Publication Date 2015-10-08
Owner SONY INTERACTIVE ENTERTAINMENT AMERICA LLC (USA)
Inventor Cerny, Mark Evan

Abstract

In a computer graphics processing unit (GPU) having a shader and a texture unit the pixel shader is configured to receive or generate one or more sets of texture coordinates per pixel sample location. The pixel shader and texture unit between them are configured to calculate texture space gradient values for one or more primitives and generate and apply per-pixel gradient scale factors configured to modify the gradient values to smoothly transition them between regions of a display device having different pixel resolutions.

IPC Classes  ?

  • G09G 5/00 - Control arrangements or circuits for visual indicators common to cathode-ray tube indicators and other visual indicators

88.

METHOD FOR EFFICIENT RE-RENDERING OBJECTS TO VARY VIEWPORTS AND UNDER VARYING RENDERING AND RASTERIZATION PARAMETERS

      
Application Number US2015024303
Publication Number 2015/154004
Status In Force
Filing Date 2015-04-03
Publication Date 2015-10-08
Owner SONY INTERACTIVE ENTERTAINMENT AMERICA LLC (USA)
Inventor
  • Cerny, Mark Evan
  • Scanlin, Jason

Abstract

Graphics processing renders a scene with a plurality of different rendering parameters for different locations on a screen area. A rendering parameter context is set up for each of a plurality of zones and each zone is assigned an index. An object covering at least two zones of the screen area is set up in memory. These zones are assigned to corresponding zone indices. A draw call is issued for the object. Alternatively, graphics depicting one or more objects mapped to a screen area are processed. The screen area includes a plurality of zones, each having a different set of rendering parameters. Primitives belonging to one of the objects that covers at least two of the zones are received. Each primitive is assembled to screen space by iterating each primitive over each zone it covers using the rendering parameters of the respective zone with each iteration.

IPC Classes  ?

  • G06T 15/00 - 3D [Three Dimensional] image rendering

89.

SCHEME FOR DETERMINING THE LOCATIONS AND TIMING OF ADVERTISEMENTS AND OTHER INSERTIONS IN MEDIA

      
Application Number US2015011405
Publication Number 2015/119749
Status In Force
Filing Date 2015-01-14
Publication Date 2015-08-13
Owner SONY INTERACTIVE ENTERTAINMENT AMERICA LLC (USA)
Inventor Zalewski, Gary M.

Abstract

A non-transitory computer readable storage medium stores one or more computer programs adapted to cause a processor based system to execute steps that include analyzing an image, identifying one or more faces in the image using a face recognition technique, designating at least one of the identified faces collectively as a first area of interest, and determining whether an insertion area exists in the image where additional content can be inserted without obstructing the first area of interest. Another computer program is adapted to cause a processor based system to execute steps that include determining whether the insertion area can be divided into two or more regions based on color. Methods and processor based apparatuses that perform one or more of these steps are also disclosed.

IPC Classes  ?

  • H04N 7/10 - Adaptations for transmission by electrical cable

90.

CONGESTION CONTROL BITRATE ALGORITHM

      
Application Number US2015013351
Publication Number 2015/119817
Status In Force
Filing Date 2015-01-28
Publication Date 2015-08-13
Owner SONY INTERACTIVE ENTERTAINMENT AMERICA LLC (USA)
Inventor
  • Rickeby, Christian
  • Young, Kelvin

Abstract

The method may include sending, via an unreliable protocol, a stream of data packets to at least one recipient device over a network. The stream of data packets may include source packets and forward error correction (FEC) packets. The method may include, during said sending, receiving one or more feedback reports from the at least one recipient device, each said periodic feedback report characterizing packet loss during a corresponding period of time. 5 The method may also include, during said sending, adjusting a rate at which said data packets are sent in the stream in response to at least one of said feedback reports. Adjusting the rate may include increasing a FEC rate at which the FEC packets are sent while maintaining a source rate at which the source packets are sent in response to a one of the feedback reports which characterizes the packet loss 10 as within an acceptable level.

IPC Classes  ?

  • H04L 1/12 - Arrangements for detecting or preventing errors in the information received by using return channel
  • H04L 12/811 - Bitrate adaptation in active flows

91.

SCHEME FOR DETERMINING THE LOCATIONS AND TIMING OF ADVERTISEMENTS AND OTHER INSERTIONS IN MEDIA

      
Document Number 02879235
Status In Force
Filing Date 2015-01-22
Open to Public Date 2015-08-07
Grant Date 2017-11-14
Owner SONY INTERACTIVE ENTERTAINMENT AMERICA LLC (USA)
Inventor Zalewski, Gary M.

Abstract

A non-transitory computer readable storage medium stores one or more computer programs adapted to cause a processor based system to execute steps that include analyzing an image, identifying one or more faces in the image using a face recognition technique, designating at least one of the identified faces collectively as a first area of interest, and determining whether an insertion area exists in the image where additional content can be inserted without obstructing the first area of interest. Another computer program is adapted to cause a processor based system to execute steps that include determining whether the insertion area can be divided into two or more regions based on color. Methods and processor based apparatuses that perform one or more of these steps are also disclosed.

IPC Classes  ?

  • H04N 5/272 - Means for inserting a foreground image in a background image, i.e. inlay, outlay
  • H04N 21/40 - Client devices specifically adapted for the reception of, or interaction with, content, e.g. STB [set-top-box]; Operations thereof
  • H04N 21/80 - Generation or processing of content or additional data by content creator independently of the distribution process; Content per se

92.

Information processing terminal, information processing method, program, and information storage medium

      
Application Number 14419876
Grant Number 09426611
Status In Force
Filing Date 2013-08-06
First Publication Date 2015-08-06
Grant Date 2016-08-23
Owner
  • SONY INTERACTIVE ENTERTAINMENT INC. (Japan)
  • SONY INTERACTIVE ENTERTAINMENT AMERICA LLC (USA)
Inventor
  • Webb, Jonathan Warren
  • Nishina, Eiichi

Abstract

A server transmits location information based on identification information of at least one access point in response to the reception of the identification information, the time of reception of identification information of an access point that is associated with a location indicated by the location information received from the server is associated with the indicated location, irrespective of the time of reception of the location information. Identification information of an access point is received and is associated with reception time information that indicates the time of reception of the identification information. The identification information associated with the reception time information is transmitted to a location information providing server. Location information based on the transmitted identification information is received and is associated with reception time information that is associated with the transmitted identification information.

IPC Classes  ?

  • H04W 24/00 - Supervisory, monitoring or testing arrangements
  • H04W 4/02 - Services making use of location information
  • H04W 4/18 - Information format or content conversion, e.g. adaptation by the network of the transmitted or received information for the purpose of wireless delivery to users or terminals
  • H04W 4/20 - Services signalling; Auxiliary data signalling, i.e. transmitting data via a non-traffic channel
  • H04W 84/12 - WLAN [Wireless Local Area Networks]

93.

ENVIRONMENTAL INTERRUPT IN A HEAD-MOUNTED DISPLAY AND UTILIZATION OF NON FIELD OF VIEW REAL ESTATE

      
Document Number 02937536
Status In Force
Filing Date 2015-01-12
Open to Public Date 2015-07-30
Grant Date 2022-01-04
Owner SONY INTERACTIVE ENTERTAINMENT AMERICA LLC (USA)
Inventor Moravetz, Justin

Abstract

A wearable computing device includes a head-mounted display (HMD) that generates a virtual reality environment. Through the generation and tracking of positional data, a the virtual environment may be interrupted or paused. Upon pausing the environment, a user may access a number of ancillary menus and controls not otherwise available during normal operation of the virtual environment.

IPC Classes  ?

94.

MENU NAVIGATION IN A HEAD-MOUNTED DISPLAY

      
Document Number 02937880
Status In Force
Filing Date 2015-01-12
Open to Public Date 2015-07-30
Grant Date 2018-01-23
Owner SONY INTERACTIVE ENTERTAINMENT AMERICA LLC (USA)
Inventor Moravetz, Justin

Abstract

A wearable computing device includes a head-mounted display (HMD) that generates a virtual reality environment. Through the generation and tracking of positional data, a focal point may be tracked with respect to one or menu navigation elements. Following the fixated positioning of the focal point over the menu navigation element for a predetermined amount of time, a process corresponding to the menu navigation element is executed.

IPC Classes  ?

  • G06F 3/0482 - Interaction with lists of selectable items, e.g. menus
  • G02B 27/01 - Head-up displays
  • G06F 3/01 - Input arrangements or combined input and output arrangements for interaction between user and computer

95.

USING A SECOND SCREEN AS A PRIVATE TRACKING HEADS-UP DISPLAY

      
Document Number 02933749
Status In Force
Filing Date 2015-01-13
Open to Public Date 2015-07-23
Grant Date 2018-12-04
Owner SONY INTERACTIVE ENTERTAINMENT AMERICA LLC (USA)
Inventor Christopher, Norden

Abstract

Methods for extending a viewing area of a display device for displaying content include detecting presence of an eye glass computing device proximate to a primary computing device. The primary computing device has a primary display that is configured to render content. The eye glass computing device includes a secondary device. The eye glass computing device is linked to the primary computing device. A view direction of the eye glass computing device is detected relative to the primary display. Additional content is rendered in the secondary display that is in addition to the content rendered in the primary display. The secondary display is an extension of the primary display for viewing the content beyond the content rendered on the primary display.

IPC Classes  ?

  • G06F 3/01 - Input arrangements or combined input and output arrangements for interaction between user and computer
  • G06F 3/0346 - Pointing devices displaced or positioned by the user; Accessories therefor with detection of the device orientation or free movement in a 3D space, e.g. 3D mice, 6-DOF [six degrees of freedom] pointers using gyroscopes, accelerometers or tilt-sensors
  • G06F 3/0486 - Drag-and-drop
  • G02B 27/00 - Optical systems or apparatus not provided for by any of the groups ,
  • G02B 27/01 - Head-up displays
  • G06F 3/14 - Digital output to display device
  • G09G 5/14 - Display of multiple viewports

96.

VIDEO LATENCY REDUCTION

      
Application Number US2014061636
Publication Number 2015/094475
Status In Force
Filing Date 2014-10-21
Publication Date 2015-06-25
Owner SONY INTERACTIVE ENTERTAINMENT AMERICA LLC (USA)
Inventor Colenbrander, Roelof Roderick

Abstract

Aspects of the present disclosure relate to video capture. In particular, aspects of the present related to systems and methods for reducing latency in the capture of video frames. Various implementations of the present disclosure may add extra pixels to a video frame so that visible pixels within each frame may be transferred faster through a video interface. In particular, adding extra pixels to a frame may cause an increase in a pixel clock that is generated based on the total number of pixels within each frame. As a result of the corresponding decrease in the time needed to transfer visible pixels in each frame, latency due to delay in a video capture process may be reduced.

IPC Classes  ?

  • H04N 5/45 - Picture in picture
  • H04N 19/00 - Methods or arrangements for coding, decoding, compressing or decompressing digital video signals

97.

SYSTEMS AND METHODS FOR CLOUD PROCESSING AND OVERLAYING OF CONTENT ON STREAMING VIDEO FRAMES OF REMOTELY PROCESSED APPLICATIONS

      
Document Number 02890814
Status In Force
Filing Date 2013-11-13
Open to Public Date 2014-05-22
Grant Date 2019-07-02
Owner SONY INTERACTIVE ENTERTAINMENT AMERICA LLC (USA)
Inventor
  • Perry, David
  • Pereira, Rui Filipe Andrade
  • Rimon, Noam

Abstract

A first application executes on one or more computing systems to generate a series of original frame pixel data sets for rendering of graphical images associated with the first application execution. A second application executes on one or more computing systems to detect one or more key graphical images present in the series of original frame pixel data sets. Upon detection of the one or more key graphical images, the second application directs replacement of a portion of pixel data in the series of original frame pixel data sets with substitute pixel data so as to generate a series of modified frame pixel data sets for encoding in lieu of the series of original frame pixel data sets.

IPC Classes  ?

  • A63F 13/40 - Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
  • G06T 19/00 - Manipulating 3D models or images for computer graphics
  • A63F 13/30 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers

98.

Interface for browsing and playing content over multiple devices

      
Application Number 13077509
Grant Number 10057631
Status In Force
Filing Date 2011-03-31
First Publication Date 2012-08-16
Grant Date 2018-08-21
Owner Sony Interactive Entertainment America LLC (USA)
Inventor
  • Wong, Ling Jun
  • Xiong, True
  • Mccoy, Charles
  • Pedlow, Leo

Abstract

Browsing and displaying content over multiple devices, including: displaying a graphical user interface program on a second device; associating the second device with a main device; receiving transactions performed by a user on the second device with the graphical user interface; sending at least one command to the main device after the transactions performed by the user on the second device with the graphical user interface are received by the second device; and executing the at least one command on the main device. Keywords include visual BIVL interface and IPTV client without GUI.

IPC Classes  ?

  • H04N 21/436 - Interfacing a local distribution network, e.g. communicating with another STB or inside the home
  • H04N 21/422 - Input-only peripherals, e.g. global positioning system [GPS]
  • H04N 21/482 - End-user interface for program selection
  • H04N 21/643 - Communication protocols

99.

SYSTEM FOR ACCELERATION OF WEB PAGE DELIVERY

      
Document Number 02707579
Status In Force
Filing Date 2008-12-04
Open to Public Date 2009-06-11
Grant Date 2019-11-26
Owner SONY INTERACTIVE ENTERTAINMENT AMERICA LLC (USA)
Inventor
  • Perlman, Stephen G.
  • Van Der Laan, Roger

Abstract

A method comprising running a web browser on one or more servers of a service center, and hosting files for a web page on a storage unit associated with the one or more servers. Upon receiving user input from a client device to the web browser at the service center, streaming interactive video web page is transmitted to the client device with substantially no detectable latency.

IPC Classes  ?

  • H04L 12/16 - Arrangements for providing special services to substations
  • H04N 21/6377 - Control signals issued by the client directed to the server or network components directed to server
  • A63F 13/335 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections using Internet

100.

THE LAST GUY

      
Application Number 006798854
Status Registered
Filing Date 2008-04-02
Registration Date 2009-01-07
Owner Sony Interactive Entertainment America LLC (USA)
NICE Classes  ?
  • 09 - Scientific and electric apparatus and instruments
  • 16 - Paper, cardboard and goods made from these materials
  • 41 - Education, entertainment, sporting and cultural services

Goods & Services

Computer game software and video game software. Strategy guides and books for use with video games. Operating a real-time game for others over global and local area computer networks.
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